[Wii] Soul Calibur Legends (Namco-Bandai)

Pois! Se não, "podia fazer melhor" temos o "Falta de experiencia de isto ou aquilo"


Se estão a lutar contra o tempo é porque tem uma data fixada. Se tem essa data é porque querem ver o produto o mais depressa possivel.

Eu pessoalmente gostava que este jogo fosse bom, mas ja esta mostrado que esta fornada de jogos a sair nos proximos 6 meses serão sempre de duvidosa qualidade. Tirando um ou outro e mesmo de companhias que não são famosas por tirar "cagadas" para fora.

Quanto ao que a nanco pensa ou não ou ao que eles agora tem como prioridade so eles sabem. Nem tu nem eu sabemos se de hoje para amanha mudam ou não a sua forma de trabalho.
 
Quanto ao que a nanco pensa ou não ou ao que eles agora tem como prioridade so eles sabem. Nem tu nem eu sabemos se de hoje para amanha mudam ou não a sua forma de trabalho.
Mudar não é tão simples a não ser que desatem a cancelar projectos que estão em produção, se a situação gradualmente muda à medida que x projectos maturarem, forem lançados e entrarmos noutro ciclo... isso será o mercado a ditar.
 
Novas imagens(dedicadas ao dragão Fafner):


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Última edição:
Preview do 1Up:

Previews: Soul Calibur Legends
Exclusive hands-on with Taki and a new level.

A character roster in an action game can be a tricky thing. Come at it from the perspective of a ground-up game like Ninja Gaiden or God of War and adding even a second playable character would be gigantic news. But from the perspective of a fighting series making the transition to an action game, everyone wants to play as their favorite fighter -- a lesson Namco presumably learned after 2005's Death by Degrees.

With Soul Calibur Legends, the developers are striking a balance between these two extremes. Company representatives won't commit to an official number yet, but they tell us it'll be larger than we've seen but smaller than in a typical Soul Calibur fighting game, so we're guessing somewhere in the six to 10 range. At E3, we had a chance to try out the first two of those, Siegfried and Mitsurugi, and in a recent updated look at the game, we were able to go hands-on with a third playable character, Taki, as well as check up on the title's progress over the past couple months.

In contrast to the slower Siegfried and Mitsurugi, Taki's quick thrusts make a pretty significant difference in how you approach the game. Apart from determining how quickly you swing the Wii Remote, her attacks make her ideally suited for dodging and hopping around the environment. When playing, we found ourselves relying a lot on her aerial attacks, in part because they seemed to connect consistently with easy lock-on strikes, but also because they enabled us to be evasive and ready to attack at the same time.

Visually, the game has made some nice improvements since E3, most notably in the framerate and overall texture detail. Framerate is key for a game like this, since you want to see your character react on the screen as soon as you swing the controller, and the game seems pretty smooth most of the time. When the environments open up and you can see into the distance, we witnessed a few hiccups, but nothing that seems like it can't be fixed prior to release.

Detail-wise, Legends is one of those games where it you catch it at the right angle, it's gorgeous, while if you take a look at the wrong time, it looks like a lot of other games out there -- but it's certainly improved from E3 and we can say with confidence that overall it is one of the best looking games on Wii.

But ultimately, details like that aren't going to matter much. With Legends, it's going to be your take on the motion controls that determines whether you like the game, and -- if flicking your wrists to attack in a brawler sounds like something you might like -- chances are you're going to enjoy the implementation here, while the game doesn't look like it'll convert those who would rather play Zelda with the GameCube controller.
Fonte: http://www.1up.com/do/previewPage?cId=3162825

Ao falarem bem dos graficos não sei se andam a ver o mesmo que eu, se simplesmente não esperam muito ou se eles deram um lifting "grande" à coisa.
 
Mais polido talvez, mas continua desprovido de alguns efeitos gráficos que a wii tem mais que poder suficiente para fazer. Assim fica a sensação que é um jogo visualmente ps2...
 
pois parece um pouco... vazio... e as texturas do exterior ainda estão horriveis. o dragão tambem não sei bem porque está a incomodar-me
 
Finalmente!!
Nestes últimos 3 vídeos conseguíram despertar-me a atenção. Este ultimo trailer dá a entender que devemos ter uma boa estória, explicando a verdadeira origem da soul edge . Aliás, acho que o Soul Calibur é o único fighter game com boa narrativa, portanto, let's pray...
Este ultimo trailer devolveu a minha vontade de jogar o jogo, que confesso pelas ultimas imagens já estava a olhar de lado.
 
^ Gostei do que li, mas ainda assim, gostava que adiassem o jogo e lhe dessem o polimento extra, porque tem potencial.


Entrevista:

Let's talk about the state of Soulcalibur as a game series. Firstly, Soulcalibur IV is being developed concurrently on PlayStation 3 and Xbox 360. Are you cooperating with that team, or is your team off doing your own thing?

Jin Okubo:
Ever since Soulcalibur III, we've had pretty much what we call a "core team" -- a Soulcalibur core team -- and some of those key members are working simultaneously on both titles. Going back and forth.

And while we have some dev team members that are working on both titles, doing double-time, we do have specific development members who are devoted to just one title. Some people working on one, and some on both.

And, obviously, since some of the team members are working on both games, it helps to facilitate flow of progression between the two teams. So they're sharing technology and ideas, and trying to make sure that the Soulcalibur franchise, whether it be fighting or action-adventure, has some unity.

Obviously, the Wii has lower technical specifications than the PS3 and 360, so how do you keep it consistent between the two projects?

JO:
Well, obviously, regardless of the title or the platform they're working on, the team tries to get the most that they can out of the system.

As far as graphics and things of that nature go, they're shooting for a certain quality, but what they consider more important than graphical power and processing power is the action, and how it conveys on the hardware that it's on. And the controls; how responsive, how tight, how intuitive they are.

They feel that that is more of a defining characteristic to the game, that means more than whatever graphical prowess the system has. So, instead of focusing on what a piece of hardware can't do, they focus more on what it can do; what they can get out of it to make the experience as complete and interesting for the player as possible.

For instance, on the Wii, which is the platform that Soulcalibur Legends is being developed on, they're trying to take advantage of the specifics of the hardware. For example, with the Wii remote, obviously the control is built around it.

There are small touches, such as the fact that when you swipe with the Wii remote, the sound of a swishing sword plays out of the controller's speaker. Small touches like that.

Can you talk about how you arrived at the decision to make the game for the Wii, as opposed to the platform that the new sequel of the main series is appearing on?

JO:
When we were first thinking of which hardware we wanted to develop the game on, we weren't limiting ourselves to the Wii at first.

We knew that we wanted to make an action game, so we basically sat down and our main objective was to expand the Soulcalibur audience, and open the game up to people who had possibly never played it before -- or maybe had heard of it, but were a little bit put-off by the complicated controls.

So, we knew that the Wii had very intuitive controls, and was accessible to a wide range of players, including a lot of people who wouldn't normally play video games would play games on the Wii. Because it was much easier to pick up the remote than it would be to learn controls for a standard control pad.

So, the team felt strongly that they wanted any player to be able to pick up this game and start playing -- whether they were a hardcore player or a casual gamer. The Wii remote, and the way it's set up are just so much more accessible. Also, with the Wii remote, and the actual act of swinging it around.

Since Soulcalibur is based on weapon-based action and fighting, the Wii remote and its connection with swinging a sword seemed quite natural. We felt that that was a good way of having the players really immerse themselves in the game, and feel like they're connected to the characters because their movements are reflected on-screen with them. So, those are the main reasons.

You talked about, just now, broadening the audience of the series away from the hardcore gamer. What would be the result of doing that, in your eyes? Would this turn into a series, or do you think that some of those gamers would maybe check out the fighting games?

JO:
The team doesn't have any particular agenda, as far as wanting these new gamers to play subsequent titles that may come after Legends, or want them specifically to play Legends and then try the fighting games.

Obviously, we feel that Legends is great for people who aren't familiar with the series, it's also great for people who are. It's an extremely accessible game.

If we have gamers who play a Soulcalibur title for the first time -- and then, because the story is so well developed and the characters are so interesting -- if they enjoy that, then we would be thrilled if they pick up some of the other Soulcalibur titles and become more immersed in the world.

The Wii is obviously extremely successful, but as with the DS, it's been hard for games that aren't made by Nintendo to succeed. You might see something like Wii Play having immense success, but some of the more hardcore games not having as much success. What do you think of the Wii market for your game?

JO:
Obviously, it's known throughout the industry, and it's known by all gamers, that Nintendo has a high standard of quality for their hardware and their software.

We recognize that, and respect that. And we know that a lot of players out there, if they see a Nintendo title, they can purchase it and they're guaranteed a good gaming experience.

But that's not to say that other publishers that aren't just as good, just as exciting, and we feel that gamers aren't just going to look at a company name and decide based on that. We think that their decision is going to be based on the strengths of the game. How exciting it is, how well made it is, the quality and method that's put into it.

We feel very strongly that we put a lot of work into our games, and that we can guarantee that if players take a chance and try out our games, they'll find them as well to be the level of quality that they find in the Nintendo titles. We feel that the strengths are based on the game itself, and we think that the gamers will be picking up on that.
Fonte: http://www.gamasutra.com/php-bin/news_index.php?story=15802
 
No entanto, acho que ninguém comprou uma Wii por o seu grafismo, por isso veremos o que poderemos esperar do gameplay.
Problema é que sendo um Soul Calibur os graficos podiam ser exponencialmente melhores no equipamento; logo... esperava-se mais.

Se não tiveram tempo para isso... o jogo devia ser adiado para esse propósito.
 
Problema é que sendo um Soul Calibur os graficos podiam ser exponencialmente melhores no equipamento; logo... esperava-se mais.

Se não tiveram tempo para isso... o jogo devia ser adiado para esse propósito.

Concordo que devia ser adiado, mas há alguém que acredite mesmo nisso?

Quando ao grafismo, tinha obrigação de ser melhor no equipamento (e no resto também), sim, mas este Soul Calibur tem outra abordagem, outra dimensão, não se centra só num 'pequeno' cenário onde ocorre uma batalha, e talvez daí, o menor detalhe.
 
O grande problema deste jogo parece ser apenas o grafismo, se isto fosse o limite da consola até os aceitava mas não é esse o caso, o God of War 2, jogo da geração passada, tem gráficos bastante melhores que estes.

Com um pouco mais de esforço conseguiam fazer algo razoável.
 
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