[MULTI] Fatal Frame 4 (Project Zero 4)

Aperto da Turrican3, 26 Settembre, 2007, 10:49:34

Discussione precedente - Discussione successiva

0 Utenti e 1 Visitatore stanno visualizzando questa discussione.

Turrican3

Sì li avevo visti, sono fuori di testa. :lol:

Citazione di: Blasor il 17 Luglio, 2008, 11:53:02OT
Ma come mai adesso ogni volta che metto l'indirizzo me li mette automaticamente in streaming senza bisogno del tag "flash"? E' il forum o il mio PC?
endOT

E' il forum :cool2:, e lo fa da qualche mesetto invero. :look:

Basta che copincolli il solo link, non serve nessun tag, nemmeo [ URL ]: pensa a tutto lui. :teeth:

Blasor

Li adoro :stralol:


Volevo evitare di metterli così per non appesantire, ma se va di default...

Turrican3

Traduzione dal giapponese (da NeoGAF) del consueto articolo/intervista a due componenti del team di Fatal Frame 4, pubblicato sul sito ufficiale Nintendo:

Come novità che non avevo ancora letto in precedenza c'è la conferma del controllo diretto della torcia elettrica (ma NON tramite puntatore, bensì con i soli sensori di movimento del wiimote), l'ambientazione un po' cambiata rispetto ai precedenti episodi con un misto di stile giapponese ed occidentale per quel che riguarda gli interni, ed altre modifiche/finetuning sulla giocabilità come ad esempio un leggero incremento della velocità di spostamento della protagonista. Fatal Frame 4 pare sia zeppo di contenuti extra che però non sono stati svelati nell'intervista. Il gioco, come si sapeva, è un progetto a tre Tecmo/Grasshopper/Nintendo.

Alcuni filmati in streaming, ingame e non:

http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_01_photo
http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_02_place
http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_03_chara
http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_04_light
http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_05_scene
http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_06_control
http://wii.com/jp/creators-voice/zero/index.html#id=cv_zero_07_hand

Citazione- interviewed are Makoto Shibata and Keisuke Kikuchi

- When writing the prototype for the original game, SHibata wanted to include two main ideas. Firstly, he wanted the game to be set in traditional Japanese houses, as he intented to use the numerous dark, hidden places these buildings usually contain to waken profound fears within the player. Secondly, he wanted to include ghosts, as well as a unique system to confine them via a camera. Why a camera ? Well, he explains that the ghosts are supposed to be so scary to look at directly, that he thought a ghost-trapping camera would be a good way to allow the character to fight the ghost without actually looking at him directly [basically, by putting a camera lens between the apparition and the character].
-Kikuchi was opposed to the camera idea at first. His vision of the way a character should fight a ghost in a Japanese-style horror story was a bit more "ceremonial" and involved something like the character shooting an exorcising arrow as well as casting some charm on the ghost to defeat it. However, he later found out that this camera idea was quite fitting for this project, and ended up approving it.

- This new game takes place on the fictional Rougetsutou island, within a half-western half-Japanese hotel, which served as a sanatorium in the past. On this island, a mystical ritual was performed every ten years by the autochthons as a Moon worshipping ceremonial, until the rituals stopped one day for mysterious reasons.
Coincidentally to this, five youngs girls were abducted on the island, and later retrieved to safety by a detective. However, since the 5 victims had lost all memories related to these events, the case was closed.
The story of the game actually begins several years later, when the each of the 3 remaining victims choose to go back to the island to try to remember what happened to them many years ago. These 3 young women are the main characters of the game.

- About the subtitle "Mask of the Lunar Eclipse" : in this game, it's actually the name of a mystical mask used during an ancient Moon worshipping ritual, and which is able to break apart people's memories.

- the basic concept of the game remains unchanged, but the gameplay has been "dramatically improved".

- Move the character with the nunchuk, direct the flashlight with the remote. Seems like it doesn't use a pointer at all, just the motion sensors, so you just have to move/incline the Wiimote up, down, right, or left to control the flashlight. After multiple experiments, they found out that this is the control scheme that better replicates the sensation of holding an actual flashlight. Works pretty well apparently.

- Third Person, behind-the-back view. You can walk or even run while moving the Wiimote to look around with the flashlight.

-About the stage design -> while the previous games in the series were taking place mainly in old traditional Japanese houses, this new game takes place in a mansion that blends Japanese style as well as Western style. The reason for this ? It's that while the traditional, Japanese livehood was usually just above the ground (and below the usual line-of-sight), the western-influenced livehood tends to place everyday objects higher from the ground )and closer to the line-of-sight), which they found out was a more practical level design for a 3rd person, behind-the-back game (basically, so the character shouldn't have to constantly look towards the ground to advance and explore...) , which is why they choosed to design the main level of the game around a type of building that is sporting this Western-influence.

- it might seem like a detail, but they actually adjusted very carefully the speed at which the character moves. They took into account both the complaints stating that the previous games were a bit too slow, and their belief that the character should move in accordance with the setting and the type of game it is in. See also this video.

- The theme of this project was "Feeling the fear with your body".They effectively endeavoured to use the intuitiveness of the controls in many ways to allow for more immersion. They also made use of features such as the Wiimote speaker, or the vibrations to enforce the immersion.

- Seems like they are pretty happy with the Nintendo-Grasshopper-Tecmo collaboration, although Kikuchi admits that it was a bit of a mess to take into account of the opinion of each and every one. They don't give many details on the roles of each company, but it sounds like Grasshopper in particular took care of defining the characters' actions/controls and overall personality, while Nintendo acted as an executive producer (they actually had a producer on the project).

-In conclusion, Kikuchi calls it pretty clearly the very best of the series in term of fear-inducing atmosphere, in term of volume, as well as in term of overall enjoyment. The game is apparently full of bonus content, which they declined to reveal for now (could we expect crazy stuff Made in Grasshopper ?...)

Blasor

 :pant:

Citazionecould we expect crazy stuff Made in Grasshopper ?

I hope so!

Turrican3

Il gioco ha vendicchiato discretamente ( = in linea con l'episodio precedente per PS2 ) ma sembra sia affetto da numerosi bug.

http://www.gamasutra.com/php-bin/news_index.php?story=19735

CitazioneThe final new entry of the week, at number seven, is the fourth entry of what is known in the West as Fatal Frame (aka Project Zero). First week sales of the survival horror were 33,000 units – a little below the 38,617 unit debut of the PlayStation 2 version of the previous game. However, widely-reported bugs present in the game may have had an adverse affect on initial sales.

Inoltre l'hands-on di IGN denuncia controlli decisamente malriusciti, in sintesi Tecmo, Suda, Nintendo & Co. anzichè utilizzare il puntatore del wiimote per gestire la torcia hanno optato per i sensori di movimento, e a quanto pare il risultato è assai discutibile. :ohno:

http://wii.ign.com/articles/895/895630p1.html

http://wii.ign.com/articles/895/895988p1.html

CitazioneHowever, in terms of capitalizing on the strengths of Nintendo's controller, we have to cite this game as one of the biggest missed opportunities in recent times, because it completely ignores the fact that the Wii remote has an IR pointer. Why, we have no idea, because as Ruka points her flashlight around darkened environments and focuses her camera on ghosts, we can't help but wonder -- time and time again -- why we can't control both quicker and more precisely using the Wii remote. Instead, the flashlight automatically shines wherever Ruka is looking (with the analog stick) and you control the camera obscura -- get this -- using a combination of the analog stick for left and right movement and Wii remote waggle for up / down movement. That waggle stuff also extends into standard game camera control. While Ruka can look around with the analog stick, all up / down movement is mapped to pulling back or pushing forward with the Wii remote -- which, by the way, feels retarded, not to mention slow. We've come to expect stupid controls like this from Wii-ignorant third-parties, but from a game published by Nintendo, it's just sad. (We really hope someone at Nintendo didn't step in and suggest that the controls be made more accessible. If so, we might just throw up.)

SilentBobZ

#50


Versione Non Censurata per veri HardCore Gamers


http://img392.imageshack.us/my.php?image=analframeuncesuredbv3.jpg

:look:

Joe


Turrican3


SuperNic

Ecco un lato di Bob che non conoscevo... per fortuna!   :whistle:

Ma come, giochi alla versione Jap senza capire niente della trama?!?
Non me lo sarei aspettato...   :look:

SilentBobZ

Infatti non mi aspetto neanche io di capirlo ne di giocarlo in toto, volevo solo capire (come sempre) la meccanica del gioco.
Discutibile il movimento della macchina fotografica, ma fatto volutamente per aumentare la difficolta' di gioco.
Puntando e cliccando alla RE4 sarebbe stato davvero facile beccare i fantasmi, tranne che li avessero resi iper veloci, ma avrebbero snaturato il ritmo del gioco.

Consiglio a tutti la versione Ita, la trama capita fa la differenza.

Cmq continuo tempo permettendo a provarlo.
Giocato un ora, mi limitero' nella descrizione  della parte tecnica per evitare immancabili spoiler.

Grafica corposa, nella foto postata, oltre il mio ass è tutto in game.

:ciao:

Turrican3

#55
Citazione di: SilentBob il  2 Settembre, 2008, 13:19:39Discutibile il movimento della macchina fotografica, ma fatto volutamente per aumentare la difficolta' di gioco.

Hmm, a dire il vero a me pare una scelta infelice, un mezzo autogol :sweat:, però aspetto di provarlo per giudicare.

SilentBobZ

Provarlo tu devi e capire dovrai  :teach:

Jay

Oddio sto morendo da mezz'ora di risate! :lol: :lol:
CHIAMATE LA NEUROOOOOOOOOOOOOO!!!!!!!!!!!!  :boom:

Arnold101

Citazione di: SilentBob il  2 Settembre, 2008, 09:47:06


Versione Non Censurata per veri HardCore Gamers


http://img392.imageshack.us/my.php?image=analframeuncesuredbv3.jpg

:look:
bhè capolavoro  :lol: best paffino shot  :king: mi ricorda Johhny, la guardia tramortita da meryl in metal gear solid  :D   :lol:

Turrican3

[OT]
Naturalmente benvenuto (ci hai messo un po' a fare il primo post :D) ad Arnold101. :beer: