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Ever Oasis llegará a Europa en 2017 (RPG de acción de Grezzo y Nintendo)

NEWmarkomaro
Spanish Samus
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#76  Enviado: 12:42 13/04/2017

Only for New 3DS....lol.
pachamelon
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#77  Enviado: 16:01 13/04/2017

La portada americana me gusta más.
NEWmarkomaro
Spanish Samus
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#78  Enviado: 01:26 14/04/2017

Only for New 3DS....lol.
NEWmarkomaro
Spanish Samus
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#79  Enviado: 22:20 14/04/2017

- tells the story of a land that was ensnared in Chaos, a dark force that once threatened civilizations a long time ago
- an oasis was built in order to shelter the people from that menace, but to no avail
- a powerful beast soon appeared from the skies and only left ruins in its path
- play as a chosen Seedling, a descendant of those ill-fated people
- create an oasis, and make sure the people who inhabit the land can live a peaceful life
- banish the Chaos once and for all.
- together with your companions, you have to set off on an adventure and locate various dungeons
- in dungeons you'll find various puzzles to solve and enemies to defeat
- forage for valuable materials called Curios, which can be used to craft other items
- you can also sell them in shops or you give them to weary travelers
- this helps accomplish their goals and fulfill their wishes, and they might end up moving in and become your ally
- collect a currency known as dewadems to make the oasis grow with the help of the water spirit Esna
- open shops, stock them with wares, encourage travelers to frequent your oasis more often and watch it grow
- your companions come from other tribes, and they all have a specific weapon and a unique skillset
- switch between three characters at any time
- certain weapons are more effective against certain enemies
- specific skills are required to solve some of the puzzles
- dev Koichi Ishi traveled to Egypt about 10 years ago, and was fascinated by the landscapes he saw there
- this is how he came to feel the desire to make a fantasy game with an Egyptian setting
- during his trip, he saw some old buildings, and came into contact with the culture of those regions
- this convinced him that he needed to create something based on Egyptian mythology
- protection of the Oasis is not a one-sided affair, as your teammates will help push your through the experience
Only for New 3DS....lol.
NEWmarkomaro
Spanish Samus
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#80  Enviado: 13:02 29/04/2017

Ever Oasis is smaller than I'd have expected, too, at a touch under 800 MB. Still, not like that means much.


del mismo hacker del M&L DX....
Only for New 3DS....lol.
NEWmarkomaro
Spanish Samus
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#81  Enviado: 18:04 01/05/2017

The following information comes from an Ever Oasis dev blog, written by director and producer Koichi Ishii...
- Ishii is glad to receive many positive comments about the characters show during the latest Nintendo Direct
- people were mentioning things like Tethu and Esna looking cute as well as some wanting a Penkrow plushie
- characters are designed by famed illustrator Yoshinori Shizuma
- Ever Oasis is a story about important partners supporting each other
- Ishii doesn’t want characters that can do everything by themselves
- the protagonist has a special power to blow powerful wind, but his attack may be ineffective on some enemies
- there are many more gimmicks that require cooperation with partners
- the active skills for battles are more geared towards support skills that strengthen partners rather than offensive skills
- the protagonist is from the Seedmen race, and the idea came from plants
- the desert has no water, which makes it a harsh environment for plants
- Ishii is impressed that a seed would still grow to a plant, blooming flowers and giving smiles
- when he thought to personify those plants, the Seedmen were born
- when creating the protagonist Tethu, players can also set the gender, eye color and skin color
- Ishii likes to draw a correlation between spirits and the world; spirits are inseparable beings in his story-making
- Ever Oasis takes place in a desert world named Vistrada
- some people may wonder about having a water spirit in that world, but Ishii said that because it’s precisely a desert world
- water becomes a very important asset, and a place with lots of water would become a power spot
- the Water Spirit is larger than tiny fairies with faint light, and she can only be seen by certain people
- Isuna can be considered an additional protagonist that supports the main protagonist in the same standpoint
- the two will share happiness and sadness together
- she’s your partner for raising the oasis, and will celebrate together when you have accomplished your deeds
- Ishii put much attention on Esna so that she’s someone players can sympathize with
- Ishii hopes that Esna will become a good partner not only for the protagonist, but also for the players themselves
- Penkrow (Newt/Neut in English) is like a mascot of the game who temporarily visits the oasis to buy things at the Flower Shop
- his design is a mix of a penguin and owl.
- each time Ishii thinks about a mascot character, it always ends up looking like that
- when he told Shizuma to design that, he was given a rough sketch so perfect for him, so he instantly approved it
- Penkrows cannot speak, but they can communicate with each other
- they can either act alone like an owl, or move in a flock like penguins
- they are also very greedy and will buy things impulsively
- once the player can make a big oasis, plenty of Penkrows can be seen lining up for the Flower Shop
- Penkrows live in the desert, but nobody can locate their nests
- during lunar eclipses, they would surface from a hidden entrance and wander around to hide the existence of the nest
- there are rumors from travelers about a blessing from God
- this blessing takes them when they collapse in the desert and somehow wake up healthy the next morning
- it turns out it was the Penkrows who brought them to their nest for medical care and put them in a safe place to sleep
Only for New 3DS....lol.
NEWmarkomaro
Spanish Samus
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#82  Enviado: 16:49 05/05/2017

Only for New 3DS....lol.
NEWmarkomaro
Spanish Samus
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#83  Enviado: 16:51 05/05/2017

Only for New 3DS....lol.
emlds
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#84  Enviado: 18:29 05/05/2017

Qué gusto volver a ver un diseño de mazmorras mínimamente competente y usar distintas habilidades para avanzar. Cada vez que me acuerdo de Children of Mana... Smilie

Es curioso que este juego no vaya a tener multi cuando viene siendo una seña de identidad de la saga y el desarrollo parece pedirlo a gritos, pero bueno, tampoco es ningún drama.

Muchas gracias por toda la info, Marko.
tonk
Blue Blue Glass Moon, Under The Crimson Air
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#85  Enviado: 18:44 05/05/2017

Como vea alguna pre-reserva a buen precio de aqui a que salga, puede que reverse y pille de salida. Me gusta todo lo que veo.
Mi blog: http://tonksmanganimecorner.blogspot.com.es/
NEWmarkomaro
Spanish Samus
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#86  Enviado: 03:53 06/05/2017

Only for New 3DS....lol.
Yuri-Meza
Storywriter
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#87  Enviado: 07:17 11/05/2017  Editado: 08:00 11/05/2017 (1 vez)

En GAME ya está para reservar.

Madre de Dios, no puedo decirle que no a los diseños del juego... Me enamoran.
//"VANILLAWA!" ( ̄ˇ ̄) // | // " I Know That Feel Bro..."// "That must be his weak point." "What makes you so sure?" "Cause having a crystal sticking out of your tail is just weird." "A great force, the power it holds can bring forth either salvation or destruction, at the whim of the user"
emlds
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#88  Enviado: 10:39 12/05/2017



Pintaza es poco. Me ha recordado mucho al Desierto de Jadd. Y buena pieza de música gasta ese vídeo. No será Kenji Ito pero desde luego parece que no va a decepcionar en ese apartado.
NEWmarkomaro
Spanish Samus
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#89  Enviado: 02:11 13/05/2017

One again, the following dev blog comes from developer Koichi Ishii...
- when creating a new world, Koichi Ishii always starts by defining its rules
- when creating a fantasy world, he asks himself the following questions:
Is the world a planet?
What elements is the planet made of, and what is the general concept behind them?
What about the climate of the various regions?
What kind of creatures are living there?
Are human living there?
If yes, how do they live?
What about the races?
What kind of tools are they using?
What kind of impact does the passing of time have on them?
- using the answers to those questions, he starts creating a map of the world
- some people may wonder if going into such fine details right from the start is really necessary
- Ishii says by working this way, having all those details about the world set in store early on is pretty important
- all the details and ideas reverberate in even the most minor lines of dialogues and the various items you find in the game
- he believes this makes the whole game much more convincing
- this method also allows all those separate strands of information about the world to converge
- in turn, this allows the players to properly envision the world the way it was imagined by its creator
- this game's setting is an “Egyptian Fantasy”, and the starting point of it all was “a desert world”
- Ishii asked himself the following questions:
What was the world like originally?
Did the desertification happen because of a weakening of the spiritual power?
What caused that weakening in the first place?
Is it in any way related to the rationale of the world?
- once the setting was set in stone, the art team came in to bring the world to life
- the team created quite a lot of concept art
- Vistrahda may be a desert world, there is still quite a lot a variety when it comes to environments
- there’s areas with brown sand, others with white sand, caves, and more
- Vistrahda wasn’t always a desert
- in the past, there were many oasis around, and lush greenery all over
- now it's completely covered in sand, and only a few traces of that past are left
- the giant urn seen in screens/art may very well be a remnant of that past
- one piece of concept art shows what looks like a blue river running through a cave, but the river is actually sand
- when creating a world, it’s essential that everyone involved with art have the same image of the world in their mind
- Yasuda (Concept Art Lead) asked himself how he could accurately transcribe into a pictures the world inside Ishii’s head
- background modelers had a hard time with shapes, due to all the really fine details
- the whole art team that was frequently in a pinch, something that definitely amused Ishii
- you get to expand your Oasis, and naturally, the art team had to create art for all the stages of that expansion
- Yasuda hopes that players will pay attention to the changes and note the various interesting designs they came up with
- he also hopes players will try and collect all the elements to see the differences for themselves
- another area the art team struggled with is the dungeons and the field
- it was pretty hard for them to express the individuality of each area and avoid everything looking the same
- the night / day cycle has an impact on how the world looks and greatly changes the atmosphere
- Kikuoka (concept-art) explains that they had to design fields and dungeons, plus various items, plants, gimmicks, and more
- for any given “item”, they could have from 5 to 10 ideas
- Kikuoka hopes players will take the time to stop and look at the various elements that make up the world
- there’s quite a lot of characters and shops in the game, each with their own design
- in-game maps show you where to go for quests, which is used to keep the experience from becoming stressful
- Ishii hopes players will take the time to look at the sky, go to unique locations for materials, & listen to townsfolk
- if you take some detours, you may see some never-before-seen items, and discover an unexpected side to your partners
Only for New 3DS....lol.
Rulroid
En armonía con la naturaleza
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#90  Enviado: 14:21 13/05/2017

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