[PS2][PS4] Shadow of the Colossus (SOTC)

Aperto da Turrican3, 13 Luglio, 2005, 13:57:26

Discussione precedente - Discussione successiva

0 Utenti e 2 Visitatori stanno visualizzando questa discussione.

TheElement

Sono finalmente riuscito a vedere i filmati....  :omg:

Questo gioco sembra davvero spremere al massimo ps2...attendo con ansia
i primi hands-on.




Solid Snake

Citazione di: mat_sox il  3 Agosto, 2005, 10:32:38
biggy mi spiace ma esageri adesso... dai non puoi a sentore definire questo gioco mass-friendly.... su cacchio... io ho preso metroid 2 echoes ed è pure lui mass friendly pur essendo nintendo (è similissimo al primo). A me queste critiche grtuite non piacciono, sono belle le critiche quando sono sensate (GT4) ma non i questi casi...
con un filmato di un beta tu hai già capito che il gioco fa cagare ed è troppo semplice.... ma secondo te ICO non era mass friendly?? Non è che fosse così difficile...
Poi scusa... un po' di rispetto per il team che lo ha fatto... non si può spalare merda gratis...

Straquoto

Turrican3

Citazione di: Rot! il  3 Agosto, 2005, 09:53:58Quoto e condivido. Vedere risolvere un gioco non è la stessa cosa di giocarlo.
Sicuramente... e per dirla tutta potrebbe benissimo essersi trattato di un filmato editato, dove magari è stata tagliata qualche parte che potesse far capire come far fuori il colosso. Resta il fatto che

con un paio di colpi di spada al cranio

il bestione è stramazzato a terra.  :mmmm:

Ne' mi è sembrato che... "scalarlo" fosse un impresa. In ogni caso, per carità, è corretto giudicare -come dire?- pad alla mano.

CitazioneMi sono fermato pochi secondi dopo l'inizio del primo filmato. Tecnicamente non mi pare proprio eccelso, come mi sarei dovuto immaginare dal titolo del thread
Ehm, a dire il vero il tag PS2 era solo per identificare meglio l'argomento.  :)
Lungi da me il voler sottintendere il raggiungimento di chissà quali nuovi traguardi grafici, cosa che peraltro come dici giustamente tu è di importanza secondaria e che in ogni caso non è ciò che mi aspetto da questo team, alla luce di quanto visto in Ico (uno dei pochissimi giochi PS2, se non addirittura l'unico, che "gira" in bassa risoluzione  :mmmm:)

CitazioneE' sufficiente insomma che la liricità del design sia unita ad una stabilità d'insieme del comparto tecnico.
Sul primo punto mi sento di fidarmi al 100% di Ueda e soci. Per quel che riguarda la tecnica, come detto Ico non era certo impeccabile da questo punto di vista, posso solo sperare, come detto nel post precedente, che i problemi di fluidità di cui hanno parlato praticamente tutti vengano risolti per tempo.

CitazioneE' chiaro che non possiamo ancora sapere quanto sarà valido il paragone, tuttavia vorrei fare solo notare che anche con Ico ci siamo trovati di fronte ad un titolo facilissimo, in cui morire era quasi impossibile, un titolo i cui puzzle osservati singolarmente paio ultraclassici, un titolo dalla cosmesi affascinante, ma tecnicamente non straordinaria, un titolo su cui però molti di noi condividono l'opinione che sia un gioco stupendo.
Mi guarderei bene dal dare ragione a Biggy :hihi: ma c'è da dire che la componente "puzzle" in Ico era molto più marcata, almeno da quel che ho potuto leggere in giro di questo SotC.
E' per questa IMHO non banale differenza di impostazione che, pur senza il minimo intento di stroncare a priori un gioco (che per la cronaca era e resta il mio most wanted insieme a Zelda e non credo di essere ancora così masochista e men che meno così presuntuoso da bollare un gioco come ciofeca con un paio di filmati...) rivendico il diritto di dire quello che è una mia semplice impressione: se, e solo se, ci vuole così poco a mettere KO un colosso temo possa essere un po' facile... tutto qua.  ;)

Turrican3

Citazione di: Biggy il  2 Agosto, 2005, 23:53:06Condivido la paura del Turry : i "colossi" sembrano farsi battere senza alcuna difficoltà.
E fin qui ti seguo...

CitazioneSe a questo aggiungeremo che magari puzzles e atmosfera non saranno da Ico e che probabilmenten on sarà tanto bello andare da una parte all'altraa cavallo ad abbattere colossi inermi, prepariamoci pure all'ennesimo flop dell'era Ps2.
Qui non ti seguo più: dai per scontate cose che non possiamo sapere...

CitazioneDel resto, Ico non ha venduto, magari avranno pensato di renderlo più mass-friendly.
Ma quale mass-friendly... ::)  :ohno:
Ico non ha venduto una ceppa :tsk: perchè Sony (ed è questo che andrebbe IMHO criticato) non ha "creduto" nel gioco e la spinta pubblicitaria è stata pressochè inesistente. E' probabile che abbia influito più il passaparola degli utenti sul totale delle vendite che non il marketing Sony, ma chiaramente qui si va ad ipotesi quindi non mi ci giocherei lo stipendio. :notooth:
Quel che è certo è che la valutazione media degli utenti non ha trovato riscontro commerciale. Capita.  :sisi:

CitazioneSe andrà bene sarò contento, altrimenti mi preparo al peggio, conoscendo Ps2.
Qui ti perdi alla grande, visto che quel "conoscendo PS2" a voler essere buoni, ma proprio TANTO, è del tutto fuori luogo.

[OT]

Citazione di: mat_sox il  3 Agosto, 2005, 10:32:38io ho preso metroid 2 echoes ed è pure lui mass friendly pur essendo nintendo (è similissimo al primo).
Più che le somiglianze col primo episodio (che onestamente vedo ma fino a un certo punto, sempre tenendo presente che è un seguito a breve distanza) posso concordare sul "mass-friendly" in parte nel senso che ho trovato il Echoes un po' più facile del Prime, in particolare negli scontri con i boss.

CitazionePoi scusa... un po' di rispetto per il team che lo ha fatto... non si può spalare merda gratis...
Qui invece non sono d'accordo riguardo al "rispetto", per quel che mi riguarda se una critica ha ragione di esistere potete mettere in croce anche Myiamoto... chiaro che non è facile (se non altro statisticamente) ma nessuno è perfetto.

mat_sox

ma io per rispetto intendo dire che se un team ha fatto un buon gioco non si può, dopo due immagini del loro gioco seguente, criticarli. Certo se a giochi fatti fanno una cagata sarò il primo a dirlo... solo che a priori mi piace vedere un po' di rispetto per i team seri.

Turrican3

Ormai manca poco per il verdetto definitivo...

Fonte: www.gamespot.com

Ever since those first tantalizing screenshots of Shadow of the Colossus (then known as Wanda and the Colossus) materialized, we've been anxious to learn more about this visually stunning game. It's the story of a young man tasked with defeating more than a dozen different gigantic monstrosities with little more than his bare hands, all in order to restore a young woman back from the dead. This is a cinematic action adventure game that pretty much speaks for itself once you see it in action. So without further ado, we invite you to watch our exclusive video preview of Shadow of the Colossus to find out why we're so anxious to see how the end product finally turns out.

As we note in the video, some aspects of the game are undeniably impressive already, while others have left us wondering. From a control standpoint, Shadow of the Colossus definitely has a learning curve to it, but in due course you'll be climbing hundred-story colossi as though you were a kid on a jungle gym. The game's publisher has also boasted that the world of Shadow of the Colossus does not contain any foes other than the colossi themselves, so the gameplay will mostly consist of battles between you and these seemingly invincible foes. That sounds epic and everything...but is it a formula for fun gameplay? What we've played of Shadow of the Colossus so far demonstrates that there will be exploration and platforming sequences in between battles, since each colossus must first be found before it's attacked. But whether these sequences serve to be anywhere near as exciting as the ensuing confrontations remains to be seen.

Some have also speculated that Shadow of the Colossus will be a very short game, since you can count the total number of foes you'll face on your fingers and toes. We're pleased to report that our experiences suggest this won't necessarily be the case. Our demo features battles against the first three colossi, and the process of finding and finally defeating the third one easily took us close to two hours. Once you know exactly what to do, the deed can be done much more quickly, although these are still some seriously drawn-out fights. So, given that there are more than a dozen colossi in the game, and assuming that each battle is at least somewhat more complex than the last, it seems likely that you won't be finishing this game in one sitting. Besides, you'll naturally want to take a break after each battle--they can be intense.

Shadow of the Colossus is almost done, and in a way, we're glad we've just begun to scratch the surface of this unusual game. Though we've shown you much of the game's first three colossi, as well as how the basics of the action will unfold, we can hardly even begin to imagine how the specific events and battles of Shadow of the Colossus will pan out. Shadow of the Colossus is slated for release next month.

Turrican3

Fonte: www.eurogamer.net

"Strictly speaking I can't say I'm creating art."

Of all the things we expected to hear from Fumito Ueda - director, game designer and lead artist on both ICO and Shadow of the Colossus - that wasn't one of them. Of all the PlayStation 2 games we've played, ICO is one of the few that seems qualified for association with the term.

Mind you, we shouldn't be surprised that Ueda-san is intelligent enough to identify the distinction between a commercial product and works of art. As the man largely responsible for ICO, he's owed credit for fashioning one of the most hauntingly emotional and involving adventures of recent years. After Sony understocked the game in Europe to a depressing degree, it became an eBay collector's item trading hands for obscene amounts of money. ICO's legend is such that his follow-up project, Shadow of the Colossus, was a critical darling as soon as someone leaked the game's codename, NICO. That only intensified when concrete details started to emerge - of a game where a lonely hero tries to revive a sleeping girl by scaling and conquering gigantic monsters.

Now, after three and a half years in development, it's on the verge of release; due out next month in the US and Japan, and next spring in Europe. With time short, we took the chance to catch up with Ueda-san following the Tokyo Game Show and, during a group session and a short one-on-one interview later on, were given the chance to ask him about the game's development.

Eurogamer: Why did you decide to make a new title instead of a follow-up to ICO?

Fumito Ueda: ICO took over four years to develop, which is a long time for a single title given that it was a puzzle game that took place in a fairly narrow environment, and that was a long time to put into a title like that, so this time we really wanted to focus on creating a larger world; a world maybe not quite as peaceful as the one in the previous title, with more excitement and a kind of broader new environment.

Eurogamer: Is the game set in the same universe as ICO? Is there continuity?

Fumito Ueda: Our intention at the outset was to create a completely different world, a completely different environment to the previous title, but as designers we all have our preferences and our styles, and inevitably some things started to become similar to what we've done before. What we really strived for with ICO was to create an environment that was as close to a reality of some kind as possible. To the extent that we continue to strive for very realistic images, you'll see similarities between the two games.

Eurogamer: Were you able to build on the technology used in ICO?

Fumito Ueda: That's what we were hoping for when we started on this; that we could build on the visual styles and so forth that we had developed over four years for the previous title. In the end however we ended up rebuilding a lot of that and this title took three and a half years to create so it was almost from the ground up again.

Eurogamer: Will there be anything different about the European version?

Fumito Ueda: The main reason for the five- or six-month difference will be adding compatibility for different languages; it'll be completely localised. Also we want to make it as compatible as possible with PAL systems so it's going to have progressive scan as well and that's going to take a little bit of time. There are no official plans to add anything to the European version. In our minds the game is pretty much fixed as it is. But if there's time and we think of something, who knows.

Eurogamer: How about a two-player mode?

Fumito Ueda: [Laughs] Actually we wanted to, but there just wasn't time.

Eurogamer: Does your character learn new abilities as you go through the game?

Fumito Ueda: The basic skills that are given to each character at the outset stay pretty much the same throughout the game. The level of those skills will change a little bit but you won't acquire new skills or actions.

Eurogamer: ICO had various replay incentives for people who completed the game - a two-player mode and so forth. Will you be offering similar incentives in Shadow?

Fumito Ueda: If anything there will be more in this title than in the previous one.

Eurogamer: Did you feel under pressure to produce a game similar to ICO given the amount of attention that game received?

Fumito Ueda: Yeah, there was a lot of pressure. It might have been possible for us to respond to that pressure a lot quicker by coming out with a simple sequel to the previous title but we wanted to do something that would surprise people a little bit more and that would take things in a different direction and kind of change your expectations in a different way.

Eurogamer: Could you give us a bit more detail on the overall story? What is it really about?

Fumito Ueda: We haven't defined ourselves any relationship between the young man and the young girl except she is very important to him for some reason; for some reason her soul was lost; and he wants to try and get it back for her and bring her back to life essentially. The only way to do that is to capture the sword that has the power to bring her back to life. As for the role of the colossi that come out in the story, we want to save their role and their meaning in the story for the player to find out, because it does come out in the course of the game what their purpose is.

Eurogamer: The sword in the game seems to act like a hint system - you hold it up to the light and it shows you where to go. Do you have any other systems in the game that show players what they need to do next?

Fumito Ueda: The only thing I can think of specifically off the top of my head is that when you have the sword in your hand and you're climbing up one of the colossi, the sword will respond to the colossi's weak points and that will give you an idea what the weak points are. And also the sword itself has meaning within the storyline.

Eurogamer: When people think of good game graphics, they often focus on high resolutions and smooth contours, but ICO and Shadow work differently. What would you say were the technical reasons for this approach?

Fumito Ueda: Half of it is intentional - to create this particular look. The other half is to some extent a function of the hardware platform, the fact we're trying to create a much broader and deeper world than we created in ICO. To do that, you have to either compromise a little on the graphics in order to have a much broader picture to present, or create a very narrow world where the detail is very high. With the PlayStation 2 platform, it's got to be one or the other.

Eurogamer: ICO was praised a lot for its themes - the sense of abandonment and isolation, particularly the companionship between Ico and Yorda. What sort of themes would you say you've focused on in Shadow of the Colossus?

Fumito Ueda: There are lots of games where the battle action is kind of central to the story, but most of them involve fighting opponents that are approximately the same size as you or smaller, generally, and looking at all of these different games the impression we got was that it would be much more heroic and much more exciting to have the main character battle creatures that are much, much bigger than him and to defeat them, and so we wanted to focus on that contrast between the normal, so-called human type hero fighting these giant creatures. So that was a big aspect.

As far as the relationship between the playable characters and the non-playable characters - there's still that focus on those relationships, not as strong as before. We have NPCs like the horse which is an active character in the story and so forth. The focus is not quite as much on the relationships as it was before, although the way we look at the relationships is the same.

Eurogamer: A lot of people held ICO up as a work of art. Do you see the game as art?

Fumito Ueda: Of course it always makes us happy to hear that kind of comment. I was originally an art student and was in the art field, I just happen to be working in the game field at the moment, but for me to have my work called art is a huge compliment. The difference being that in this field I'm not trying to create a work of art, I'm trying to create a product and I keep that in mind. This is a process of creating a product that has to be sold; it has to be popular from that point of view as well. So strictly speaking I can't say I'm creating art.

Eurogamer: Most games seem to have difficulty coming up with even two or three interesting "boss" enemies, whereas you seem to have come up with a game consisting of nothing but. Did you find it difficult to keep coming up with interesting ideas?

Fumito Ueda: You're right - it was a lot of work to come up with the 16 colossi that come out in the game, but in fact I had more that I wanted to include.











.:|Physalis|:.


... spero che sia nuovo eh... :king:

VIDEO

Ma è vero che il gioco gira a 30fps?

Turrican3

Citazione di: .:|Physalis|:. il 21 Settembre, 2005, 12:25:44Ma è vero che il gioco gira a 30fps?

Credo di sì, visto che ho letto che è migliorato rispetto alle prime, disastrose (dal punto di vista del frame rate) uscite "pubbliche".
Ma se gira a 30 costanti non è un problema, almeno per me, come non lo è stato per ICO del resto. Lo prendo USA quindi non devo nemmeno preoccuparmi dell'eventuale selettore 60hz  :cowjoy:

.:|Physalis|:.


Non è un problema nemmeno per me..... stavo solo pensando a tutti quelli che non lo prenderanno per quel motivo (se vogliono essere consistenti con loro stessi)... :whistle:

Turrican3


.:|Physalis|:.


Solid Snake


Turrican3

Citazione di: Solid Snake il 21 Settembre, 2005, 14:29:17penso volesse dire coerenti con se stessi  :P

L'avevo capito, mica sono imbelle ( :lol:  :cowjoy:), solo che non mi era (e non mi è tuttora) chiaro a chi si riferisse in particolare...  :sweat:

Phys, PM?  :teeth:

Solid Snake

Citazione di: Turrican3 il 21 Settembre, 2005, 14:34:22
L'avevo capito, mica sono imbelle ( :lol:  :cowjoy:), solo che non mi era (e non mi è tuttora) chiaro a chi si riferisse in particolare...  :sweat:

Phys, PM?  :teeth:

Imbelle no ma imbecille si  :stralol: :stralol: