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[Hilo oficial] Monster Hunter: World (Early 2018) - Stream japonés el 20 de Junio.

Vilgefortz
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#31  Enviado: 10:38 14/06/2017

Me encanta todo lo que están diciendo. Es justo lo que yo pedía como evolución natural de la saga (menos mal que los rumores aquellos eran falsos).
Anteriormente conocido como sackletico
kotepikabea
Aesthetics of Hate
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#32  Enviado: 10:38 14/06/2017

Yo jugué (muy poco) al Freedom de PSP y al MH3 de Wii. Ninguno terminó de engancharme.

En el de Wii recuerdo que el "control" de la cámara se me hizo durísima.

Espero que de una vez un MH consiga engancharme, porque parece un juego que casa con mis gustos...
No soy igual
CLOUD_CR
SOLDIER 1st Class at Shin-Ra Electric Power Company
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#33  Enviado: 10:47 14/06/2017  Editado: 08:44 27/09/2017 (2 veces)

Monster Hunter: World en el E3 2017.



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Ryozo Tsujimoto con Hideo Kojima.

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perlamon
Kaito_Kid
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#34  Enviado: 11:01 14/06/2017

Por fin. Desde que un día en un cash me hice con el primero para ps2 deseaba con toda mi alma este anuncio. Espero que las ventas acompañen y veamos más títulos en sobremesa.

Que empiecen las cacerías.
DMCZ
The Bad
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#35  Enviado: 11:53 14/06/2017

Como se nota el escozor de los fanboys por la perdida de la exclusividad de MH, se fue de PS a Nintendo para volver como multi. Bueno, me sigue pareciendo raro que Capcom se curre un MH de sobremesa.

He estado repasando videos y lo voy viendo mejor, aunque sigue sin convencerme varias cosas a falta de más gameplay y datos.
brandonrkp
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#36  Enviado: 11:58 14/06/2017



Ahora no te tienes que parar al beber las pociones  Smilie estos detallitos pueden cambiar poco a poco la dinamica del juego, supongo que podrás tomartela andando mas lentamente.
Davs
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#37  Enviado: 19:46 14/06/2017

La verdad es que tras ver el trailer tenia mucho miedo, pensé que iban a casualizar el juego (esa escena de la ballesta disparando como si fuera una ametralladora...)

Pero la información que habéis puesto me tranquiliza.
Eso sí, lo de las pociones me parece un error. Muchas de las muertes en MH suelen ser porque te atacan mientras te estás curando. Si puedes tomar una poción sin riesgo, creo que el juego va a ser mucho más fácil.
brandonrkp
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#38  Enviado: 20:01 14/06/2017  Editado: 20:08 14/06/2017 (1 vez)

En respuesta a Davs (réplica 37).
La verdad es que tras ver el trailer tenia mucho miedo, pensé que iban a casualizar el juego (esa escena de la ballesta disparando como si fuera una ametralladora...)

Pero la información que habéis puesto me tranquiliza.
Eso sí, lo de las pociones me parece un error. Muchas de las muertes en MH suelen ser porque te atacan mientras te estás curando. Si puedes tomar una poción sin riesgo, creo que el juego va a ser mucho más fácil.
   Dudo que puedas tomarte una poción sin riesgo, que lo puedas hacer sin pararte seguro que significa que las rutinas de los enemigos tambien son mas dinamicas y no tienen tantos ataques claros como hasta ahora donde daba tiempo a hacer ciertas cosas(afilar y todo eso).

Aunque todavía es pronto para ver si no afecta mucho a la caza, tengo curiosidad por ver la gestión de objetos por misiones como la tratan.


Por cierto, en cuanto a la ballesta full speed os recuerdo que ya había cosas parecidas en su día(hace 6-7 años) y no desbalanceaban ni casualizaban la cosa para nada.
(a partir del minuto 5)
CLOUD_CR
SOLDIER 1st Class at Shin-Ra Electric Power Company
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#39  Enviado: 03:24 15/06/2017  Editado: 04:04 15/06/2017 (4 veces)

Gifs!!



Secreto: (Pincha para leerlo)
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fenom
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#40  Enviado: 04:14 15/06/2017

Se va hacer larga la espera hasta 2018  Smilie
T H I S  I S  I N C R E D I B L E _
nestor11811
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#41  Enviado: 05:03 15/06/2017

Buff desde el tri de wii sin jugar y encima sale en pc es la oportunidad perfecta para volver contar con otro cazador  por aquí.  Smilie
"Light is but a farewell gift from the darkness to those on their way to die "  The Boss
javi_ma85
No games ¯\_(ツ)_/¯
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#42  Enviado: 07:40 15/06/2017

rjs
Lugar: Colombia · 4186 mensajes · Colección
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#43  Enviado: 08:44 15/06/2017

Joder no habia visto el hilo.
Pillo sitio y pasen un trozo de esa carne antes de que me llamen flammer  Smilie  Smilie
CLOUD_CR
SOLDIER 1st Class at Shin-Ra Electric Power Company
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#44  Enviado: 09:28 15/06/2017  Editado: 08:47 16/06/2017 (9 veces)

Más detalles de Monster Hunter: World, voy a dejar aquí solo los detalles nuevos o los que están mejor explicados!


- The game engine is a reworked, next-generation MT Framework. It has been tuned up quite a bit, and although it is not the official name, they call it the “World Engine.”

- As for why they’re making this, there were a lot of requests to play Monster Hunter on a home console, especially PlayStation 4.

- Capcom combined the good parts of what it has cultivated so far with the existing concept of proper monster ecosystem depiction to create the concept of Monster Hunter: World. So this is a Monster Hunter game through and through. With that as the base, Capcom is putting in gameplay systems in the manner of, “let’s add this” or “let’s change here.”

- The subtitle, “World,” means that it can be played worldwide, and that you can jump into the world of Monster Hunter as a hunter. That is the concept. As it is time to reevaluate Monster Hunter, they’re putting game concepts in titles instead of numbers. Monster Hunter: World feels like a numbered title.

- There are currently no plans for a Switch version.

- The size of each field you visit during quests is 2.5-times the size of previous Monster Hunter fields. Each area is seamlessly connected and appears as one giant field.

- Capcom is making an environment with dense fields, where things will happen and you’ll make various discoveries by simply walking around.

- With the game being seamless, you cannot use methods such as “escaping to the next area to get yourself in order,” so they’re lightening up on actions such as recovering and eating while walking and mid-action cancellations.

- The monster ecosystem has, to some extent, a hierarchical relationship. Since each monster has their own territory, they usually do not interfere with one another, but it is possible to lure them out of their territory and run into another monster. By making use of the environment like this, you can hunt while limiting the use of items and such. Rathalos stands at the top of the hierarchy in the ancient forest area seen in the trailer.

- There are several base camps.

- The game proceeds in the same cycle of previous games, where you enter the field as a quest to achieve your objective. Achieving your objective will yield rewards.

- There is a “Guidance Insect” that plays the role of a hunting dog. The Guidance Insect will tell you of usable items and traces of monsters (footprints, scratches, etc.) in the area, and following those traces will lead you to the whereabouts of that monster. The more traces there are, the clearer the guidance. Also, if you tag a place, the insect will guide you until you get there.

- There is a greater emphasis on environmental dependence in that there are natural traps, falling rocks, small animals, plants that have recovery effects, plants that spread poison, and so on. For example, there are places where fallen trees bring the river to a stop, and if you free the water by destroying those trees with bombs or Rathalos’ breath, you can use that current to push monsters off of the cliff.

- Hunters have a new piece of equipment called the “Slinger,” which can be used to shoot fruits and stones. Until now, it was necessary to select and use items like stones one by one, but this way is much simpler. The Slinger can also perform a wire action. However, in a place that fully supports it and under the right conditions you can use the wire to perform an aerial recovery when being blown away.

- As for multiplayer, in addition to the previous way of doing it, there is also a drop-in system that allows anyone to jump in after you already started playing. When you’re in a difficult situation, you can send out an S.O.S. flare to call for help.

- While you can match with players across the world, you can also only target your own country. (Editor’s Note: This is a Japanese interview, and they said you can target Japan, but we assume that means you can limit your search to your own country as well.)

- The new monster that appeared in the trailer is called Angenaph. It is a warlike creature that attacks other monsters without hesitation. You won’t know its name at first during the game, but you’ll come to learn it as you gather its traces.

- The yellow monster from the trailer is called Dosjugglus, and its smaller types are Jugglus. Dosjugglus leads a pack of Jugglus, has a heavy appetite, and is quarrelsome when hungry. It swallows up the prey it kills and gives what it spits out to its pack. If you attack it while it is eating its prey, Dosjugglus will spit it out.

- When hiding yourself from monsters, you can do so in a clump of bushes or through a special equipment called the Ghillie Mantle. Since the Ghillie Mantle hides any indication of your presence, you can use it to safely replenish your items.

- Damage numbers are displayed as a result of feedback that the parts where attacks are effective, attributes, and weakened states are difficult to understand by the monster’s behavior alone. While there was the idea of adding an HP bar, they wanted to preserve the element of judging a monster’s condition through its appearance, so they just added damage numbers.




Fuente
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#45  Enviado: 20:39 15/06/2017

Nueva entrevista en Gixel sobre el juego con los responsables del título.

How do you view the relationship between Monster Hunter: World and the other Monster Hunter games? Is this a spinoff, or a main title?

Ryozo Tsujimoto: This is the next main Monster Hunter game. Our Osaka team is working on it. We've brought in some people who are more familiar with next-gen technology to come in and help us adapt it for the current generation of consoles. When you have a series that runs into the higher numbers, I think the numbers themselves start to become off-putting. New players might think, "Oh, I've missed four games already, I can't possibly join at this point." Just because we've taken the number off the title doesn't mean it's not a main Monster Hunter game. We just wanted to have "world" in the title because it speaks to the concept of the game in a variety of ways. This is the first simultaneous worldwide release for the game, and the servers are global this time.

As the first Monster Hunter game that many players will experience, what kind of mechanical changes can we expect, beyond what you've already revealed? Are you trying to target a wider audience with these changes?

Tsujimoto: Well, we just announced the title, so we've only shown you a small fraction of it. There's more time to talk about the changes later, but overall, the concept of a living, seamless "world" for players to enjoy served as our base, and all our decisions flow from that. This led us to look at everything that makes up Monster Hunter, put it all on the table, and think hard about what really works and what really doesn't. Through this, we'll be able to make the series more accessible than ever before. These changes come from the world concept, but in general, they'll make the game more accessible to a wider audience. It's not dumbing down feature "X" because people didn't like it – it's more that now that we have a seamless map, for example, it means that it makes more sense for you to be able to drink a potion while you're walking, because you're always going to be closer to the monsters. That's just one example, but all these gameplay changes have flowed from this central "world" concept. But we're not abandoning our veteran hunters.

Yuya Tokuda: We want to make sure that newcomers don't have the same experience they had with previous Monster Hunter games. We always hear people telling their friends, "Wow, this game is really incredible once you get to grips with it," but their friends just don't have time to research how to play the game. Those people will have a better time with World. We want everybody to have a chance. This is absolutely a multiplayer game, and it's absolutely a Monster Hunter game. But we have to introduce what exactly a Monster Hunter game is to a wider audience now, and we just began with the single-player portion. We're starting simple so people will be able to understand the multiplayer when the time comes

Despite Monster Hunter's mammoth success in Japan, it's always been a niche phenomenon in the States. You might have one friend who's incredibly devoted to it, but it doesn't exactly rock the sales charts. Why do you think that is, and how are you working to reverse that trend with World?

Tsujimoto: We've always seen the West and Japan as fundamentally different, especially when it comes to factors like population density. With people commuting on trains in Japan, it was a lot easier to find people to form a hunting party with to take down a big monster. Now that it's finally coming to console, it's going to be a lot more comfortable for most people. If you're the person trying to evangelize Monster Hunter to a friend, you previously had to be there in the same room to show them the ropes. You needed a private guide. Now that we're on the current gen, online play means that you can access an incredible global community of veteran hunters, not your one friend. That's going to be huge for the West.

Tokuda: But, additionally, there are some changes we'll be making to the slightly more arcane aspects of the series. I don't think it hurts to address them. We always need to be ready to evolve. For example, Monster Hunter has never shown the health bars on the monsters. That's something you have to understand yourself, by watching the monster's behavior, or reading a guide. This time around, we've added damage numbers. There's no health bar, but now you know when you're doing slightly more damage. It's a small change, but it will help newbies tremendously. For veteran hunters, you can just turn this off. A lot of these examples involve the controls, which are totally optional changes. You can now click the thumbstick to run instead of holding a trigger, which most players in the West are used to, and you can use a radial menu to pick out items, instead of scrolling. Aiming with the bowguns is now more like a traditional third-person shooter. It's nothing major, but it goes a long way. We don't want to discard the series' tremendous legacy, of course. That's why it's an option.

The term "world" in gaming is irrevocably tied to the rise of the open-world approach in big-budget gaming. From what we've seen so far of the game, the way that the ecosystem interacts with both the player and itself reminds me of games that bandy about their "living, breathing worlds," like Far Cry. Did those games inspire some of the changes that you just described?

Tsujimoto: Well, of course. We're gamers and we love games, but it's not so much that we were directly inspired by Western games, but more that we worked out of our central "world" concept. Now that we have a seamless world, it just seemed natural to allow the player to see how the monsters interact when the player isn't around. Scavenging interactions, survival of the fittest – all that stuff is really important to Monster Hunter. We've always wanted to include it in the past, but the technology limited us. Now, we can have as much detail as we want, not just in the environments, but in the AI of the monsters, and how they interact with each other. It all flows from that central concept. We think about monsters a lot while making this game.

Tokuda: The concept of the "open world" is exactly what we're always wanted. We've always aimed to make each map a little compact ecosystem. We don't want to have some massive space where you have to chase the monster for miles. The map's size isn't the only thing. It's not about having a big world, it's about having a deep world. In a way, it's the ultimate expression of what the concept that's been there from the start. But only now are we able to make it the way we want.

This is the first time that a Monster Hunter game has come to PC. Do you expect that to present its own set of challenges?

Tsujimoto: Well, the PC version is coming out a little later than the console versions. We really want to make sure that we take time to optimize the PC experience. It's certainly true that the core Monster Hunter team in Osaka hasn't made that many PC games before, but overall, we're willing to put in the time that it takes to give everybody a great experience.

What's the one thing you're most excited about for Monster Hunter: World?

Tsujimoto: For me, it's using the world itself to your advantage in the hunts. You'll be able to use everything around you to help you best the monsters. Using those elements strategically is something I'm really excited to show people over the next few months.

Tokuda: I really enjoy tracking monsters down with the new tracking and tracing system with the Scoutflies. The thrill of beating a monster after that is really what I like. You see a footprint, a scrape on a tree, and finally, you turn a corner and see the monster you've been hunting. That moment where you finally find the prey you've been hunting – that's what it's all about.


Espero que nadie siga con la cantinela de que esto no es Monster Hunter 5 y demás mierdas. Hoy hay un Q&A en el Twitch de Capcom , empieza en menos de una hora. Intentaré poner todo lo que se hable más tarde.
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