Xenoblade Chronicles X

Тема в разделе "Новости игровой индустрии", создана пользователем vova, 24 янв 2013.

  1. -A-

    -A- Well-Known Member

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    Мне скорее жалко вас бедных. Не кормят вас совсем...

    Была бы реально высокобюджетная ролевуха, а то ведь какой-то уровень Стар Оушенов и иже с ними. Плюс, после симулятора уборщицы, Драгон Эйдж 3, я с еще большим скепсисом отношусь к ммошности в синглплеерных играх.
     
  2. RussianSwine

    RussianSwine Главный по нафталину

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    Да есть у меня ВииЮ - отличная приставка для прохождения игр с Вии, на которой действительно есть во что поиграть)
     
  3. Nergal

    Nergal Well-Known Member

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    Не надо преувеличивать. Далеко не каждую. А игры Такахаши - практически гарантированный мастхэв для любителя jRPG, да.
     
  4. LEONID

    LEONID Well-Known Member

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    Кроно Триггер, ФФ8, Ксеногирс, Ксеносага 1-2-3, Ксеноблейд - какая из этих игр НЕ стала классикой?) Разве что Сага часть 2, но там его просто не допустили по факту к игре. А в итоге она стала самой слабой частью и уже в третьем Эпизоде его вернули. И попробуйте найдите первый Ксеноблейд в продаже, его фиг купишь, оценки и отзывы высокие, весь тираж раскуплен, только убогое переиздание вот на горизонте (или уже вышло, не слежу).
     
    Nergal нравится это.
  5. dimm

    dimm Administrator Команда форума

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    [​IMG]
    =)))
     
  6. dimm

    dimm Administrator Команда форума

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    Iwata Asks: Xenoblade Chronicles X:
    1. Creating a Whole Planet
    2. A Novel-like Plot
    3. Loosely Connected
    4. Even Pros Lost Their Voices
    5. Buying a Skell like Buying a Car
    6. Thoughts About the Title
    7. An Abundant Game
    Creating a Whole Planet
    Iwata
    After putting in a lot of time creating this game, you've finally made it to the end.

    Takahashi
    Yes! Thank you for your patience.

    Iwata
    It's quite understandable that there is such high anticipation for this game, especially after you've accomplished quite a bit in the last game Xenoblade Chronicles1. So I'm assuming that you've challenged yourselves with the limited time and budget to create something that players will be satisfied with. 1. Xenoblade Chronicles: An RPG game released for the Wii console in June 2010 in Japan (2012 in North America). This game was also released as Xenoblade Chronicles 3D exclusively for the New Nintendo 3DS systems in April 2015.

    Takahashi
    That's correct.

    Iwata
    For the previous game, you mentioned that you had to burn bridges2 to develop it. This time, I would like to ask you what your priorities were in developing Xenoblade Chronicles X3, and how you've created the condensed, deep, and rich world of the game. 2. Burning bridges: This conversation was detailed in Iwata Asks: Xenoblade Chronicles 3D. Tetsuya Takahashi described their development process for Xenoblade Chronicles as "burning bridges."

    3. Xenoblade Chronicles X: Monolith Software, Inc.'s newest RPG for Wii U. Planned for release April 29, 2015 in Japan.

    Takahashi
    Ok.

    Iwata
    Before we begin, I would like to ask all of you to introduce yourselves.

    Takahashi
    I'm Tetsuya Takahashi from Monolith Soft4, the general director of Xenoblade Chronicles X.
    [​IMG]

    4. Monolith Software, Inc.: A video game development studio founded in 1999. Developed games such as the Xenosaga series, Baten Kaitos: Eternal Wings and the Lost Ocean (Nintendo GameCube), Disaster: Day of Crisis (released in Japan and EU for Nintendo Wii), and Soma Bringer (released in Japan for Nintendo DS). Their headquarters is located in Tokyo, Meguro-ku.

    Takeda
    I'm Yuichiro Takeda5, a scriptwriter. I also worked on the script for the previous Xenoblade game.
    [​IMG]

    5. Yuichiro Takeda: A scriptwriter for various animated series such as The King of Braves GaoGaiGar series, F-ZERO: GP Legend, and SD Gundam Force. He's also worked on scripts for games such as Xenoblade Chronicles X's predecessor, Xenoblade Chronicles (Nintendo Wii, New Nintendo 3DS XL) and Xenosaga I & II (Nintendo DS). He previously made an appearance in Iwata Asks: Xenoblade Chronicles Volume 2: Story.

    Hyodo
    Hello, this will be my first time participating in Iwata Asks. I'm Kazuho Hyodo6, and I worked on the script.
    [​IMG]
    6. Kazuho Hyodo: A scriptwriter who has worked on various animated series such as Mobile Suit Gundam Seed Destiny, Mobile Suit Gundam AGE, Unlimited Psychic Squad, and Robot Girls Z. He's also worked on scripts for animated adaptions of Japanese light novel series such as Nayruko: Crawling with Love! and The Pilot's Love Song.

    Iwata
    Hyodo-san, did you know Takeda-san before working on this project?

    Hyodo
    Yes, I've known him for quite some time. Takeda-san invited me to this project, so I helped out with the script.

    Iwata
    So Takeda-san reeled you into this project (laughs).

    Takeda
    That's right (laughs).

    Kojima
    I'm Koh Kojima, the director for this game on the Monolith Soft side.
    [​IMG]

    Iwata
    Hasn't it been around five years since our last interview7? 7. Five years since our last interview: In addition to Xenoblade Chronicles X, Koh Kojima directed the previous game, Xenoblade Chronicles. This is his first appearance in Iwata Asks since Iwata Asks: Xenoblade Chronicles Volume 3: The Development Process, which was posted in May 2010.

    Kojima
    Yes, it has.

    Yokota
    I'm Genki Yokota from the Software Planning and Development group. I worked as the director from Nintendo.
    [​IMG]

    Iwata
    When the first Xenoblade game was released, it was well received as a modern-day JRPG8 that really stood out among its peers. Even though the reach of the game left more to be desired, Xenoblade Chronicles was regarded as a game worthy of recognition. This last game really raised the bar for the next release for this series, so I assume you've tackled a great challenge of creating a game that meets expectations. 8. JRPG: A role-playing game created in Japan. They often have a command-based fighting style.

    Takahashi
    That's true.

    Iwata
    To begin, what was the first thing you decided on when creating Xenoblade Chronicles X?

    Takahashi
    Well, I've always believed that the setting is important in RPGs.

    Iwata
    So even in the last game, Xenoblade Chronicles, you first decided to create the setting of the Bionis and Mechonis fields9 before developing the game. 9. Bionis and Mechonis fields: The setting of the previous game, Xenoblade Chronicles. Before the start of the story, these two massive titans fought a tremendous battle and their remains became a vast field. For more information about Xenoblade Chronicles, visit Iwata Asks: Xenoblade Chronicles Volume 2: Story.

    Takahashi
    That's right. To be honest, we actually wanted to connect the Bionis and Mechonis so it was one field.

    Iwata
    They felt connected when I played the game, but they actually weren't?

    Takahashi
    They weren't. We worked on how the maps linked up so it feels like they're connected. This time, though, we all felt that we wanted to step it up, so that's where we started off. From there, the first thing we decided on was creating an environment where players can play in a completely open world10, so that became our first pillar for this project. 10. Open world: A concept for video games where players can roam freely through a vast virtual world and are given considerable freedom to explore and approach objectives.

    Iwata
    So this time, the game really takes place in a completely open world.

    Takahashi
    Yes.

    Iwata
    Just from looking at the footage, the field seems to be quite vast! (laughs)

    Takahashi
    Yes, it's quite huge! (laughs) Well, when we started this project, we discussed creating a whole planet for this game.

    Iwata
    A whole planet...? No wonder it took so long! (laughs)

    Takahashi
    I agree, it's quite large! (laughs) In the end, we created a field that can be developed on a realistic scale by creating five continents around 400km2.

    Iwata
    Once the first pillar of the game, to create an open-world setting, was decided, it was the job of the director, Kojima-san, to make it happen, correct?

    Kojima
    Right.

    Iwata
    First off, what is the difference between creating an open-world game compared to creating an RPG game that isn't? [​IMG]

    Kojima
    There are many more things that need to be created in an open-world game.

    Iwata
    Players can roam freely in an open-world setting, which means you need to place various things in a variety of places on the vast field.

    Kojima
    That's right. When creating a general RPG, resources like time and memory are limited, therefore it is normal to put in a lot of effort into a setting that the player is focused on...or to put it a bit negatively, guided to.

    Iwata
    So, putting it a bit negatively...by guiding players to specific areas that had a lot of effort put into them, it makes the world of the game feel very condensed.

    Kojima
    Yes. But this time, we simply created a whole world. When we developed Xenoblade Chronicles, we actually wanted to make it so players could go to any location displayed on the screen, but unfortunately, there were places that were impossible to get to.

    Iwata
    So there were places in the game shown on the screen where players couldn't reach, even if they were curious about what was in the distance?

    Kojima
    Yes, but this will not be a problem in Xenoblade Chronicles X.

    Iwata
    Does this mean that players can go to any location shown on the screen?

    Kojima
    That's correct. We didn't want to disappoint players with something simple when they put in the effort to go to hard-to-reach locations, so there is a lot of content hidden in various locations.

    Iwata
    To put it simply, you've created places worth exploring all over this world?

    Kojima
    That's right. We put real effort into creating these places, so I believe the players will enjoy exploring this world. As creators, though, there were a lot of hurdles we had to overcome while creating it.

    Iwata
    A heaven for players, but a hell for creators?

    Kojima
    Yes, just as you described it.

    Takahashi
    Also, when the player needs to go from point A to point B to progress the story, for example, however hard we may try to create something really worthwhile to be explored between these two points, it would be meaningless if the player could not realize that something might be there in that part of the world.

    Iwata
    It would be quite disappointing if players completely ignored a part of the world that took a lot of pain and effort to create.

    Takahashi
    Exactly. However, we knew this issue couldn't be ignored when we decided to create an open-world game. So, the first idea we thought of was including pioneering features between point A and point B. From there, players can gain information and resources.

    Iwata
    Well, the setting does take place on a mysterious planet, so the pioneering element makes a lot of sense.

    Takahashi
    Yes. So by adding the pioneering aspect, we thought it would naturally encourage players to explore their surroundings while they're on their way to their destination at point B.

    Iwata
    This all makes sense, but was solving these challenges as simple as you've explained it?

    Takahashi
    Well, the discussion about these challenges was sparked by a simple question. One day, Kojima-san asked us what we should do with the larger areas.

    Kojima
    It's harder for players to figure out where they need to go in an open-world field, so I asked how we should approach it.

    Takahashi
    So I suggested dividing the area up into hexagon-shaped fields.

    Kojima
    That's right.

    Takahashi
    The hexagon-shaped areas that look like honeycombs are called segments11 in the game. I discussed with Kojima-san that by having players access many things in the segments, it would be easier for them to figure out where they need to go. I think this conversation was the catalyst for solving the challenge of large fields.
    [​IMG]
    11. Segment: In Xenoblade Chronicles X, the fields are divided up into hexagon-shaped sections called segments, which are displayed on the Wii U GamePad controller screen. From an icon displayed in each segment, players can determine their missions. By completing these missions, players can further explore the vast game world.

    Iwata
    People naturally like to fill in the blanks, so this is a very logical design.

    Takahashi
    I agree.

    Iwata
    So are you saying that responding reflexively and logically to Kojima-san's question opened up your path for production?

    Takahashi
    I believe so. From there, we put together various features in these segments such as quests, and shaped what the game turned out to be.

    Iwata
    You've simply summed the process up with "put together," but it must've been quite a task from Kojima-san's standpoint as a creator.

    Kojima
    Yes, it took a lot of work! (laughs)

    Iwata
    Just by watching the footage released for Xenoblade Chronicles X, I was overwhelmed and surprised at the denseness and richness of the game. How did your staff manage to work through to the very end?

    Kojima
    Quite simply, each staff member's willpower.

    Iwata
    Ah...

    Kojima
    We all made it through without giving up or falling out. That is all.

    Iwata
    So that richness was created by the staff's motivation and willpower.

    Kojima
    Right. We're a group created by motivation and willpower. Large parts of the staff at Monolith Soft are the kind of people who are determined to pull through once something is decided. They are all so faithful to their duties that cutting corners wasn't an option.

    Iwata
    So they really dislike slacking or half-hearted work.

    Kojima
    The majority of the staff has a strong belief that once something is determined or started, it should be completed to its fullest potential.

    Iwata
    Wow, I thought you devised something to take an easier path, but you all just marched straight forward to your ideal. If that much passion went into creating this game, I'm sure players will feel something call out to them, even in places where they can't directly see it.

    Kojima
    I agree. I believe the players will feel it when they play the game.
     
  7. dimm

    dimm Administrator Команда форума

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    Тезисно из дискуссии Iwata Asks по XCX:
    – Monolith Soft originally wanted to connect the Bionis and Mechonis into one field in Xenoblade Chronicles
    – For Xenoblade Chronicles X, Monolith Soft originally talked about creating a whole planet for the game
    – Takahashi: “In the end, we created a field that can be developed on a realistic scale by creating five continents around 400km”
    – Creating an open-world setting was one of the game’s pillars
    – You couldn’t go to a few places that you saw in Xenoblade Chronicles, so Monolith Soft wanted to fix this with X
    – It’s possible to go to any location shown on the screen
    – Takahashi proposed dividing the area into hexagon-shaped fields so that players would have a better idea about knowing where to go
    – Takahashi wrote a lot of the game’s plot; Kojima never saw him write so much before
    – Takeda picked out the stories that fit within the game’s content and turned them into scripts
    – Takeda was originally the only one assigned as scriptwriter, but Hyodo was brought in since the volume of work was too much for one person
    – Hyodo asked staff if he could create additional characters for quest scenarios, and he was told, “Make as many as you want”
    – Kojima: “In comparison to how it was with Xenoblade Chronicles and also other games in general, we did not have to be so restrictive about the places to appear in this game”
    – Hyodo was able to help create young female characters who could take on important roles, as Takahashi and Takeda like middle-aged male characters
    – Including the quests, it took at least 1.5 years to write out the scenarios
    – The main story is shorter than Xenoblade Chronicles
    – More quest depth than Xenoblade Chronicles
    – Kojima says they put in 3000% more depth into the quests
    – Similar number of quests as the Xenoblade Chronicles, though “we did put 3000% of our hearts into creating them”
    – Quests are more condensed this time around
    – Yokota believes this game will last five times longer if they try to complete everything
    – Monolith Soft went through a “mass construction” of development in the middle of making the game
    – This is because they decided to change the main character into an avatar
    – This required some of the story to be rewritten
    – Wanted a loosely connected online world since playing alone in a big world may feel lonely
    – Game automatically connects online if your Wii U is connected to the Internet
    – Random missions are assigned to groups of 32 players
    – Can ignore these missions, but you’ll still be rewarded if other players complete them
    – There were many discussions about how many choices should be offered for the avatar customizations
    – Prior to X’s “mass construction”, Takeda wrote a script expecting to have a main character like the original Xenoblade Chronicles
    – This was the first time Takeda wrote a script for an avatar
    – Different avatar voices
    – Kojima: “From my standpoint, though, I think we were equally struggling with this change. (laughs) The flow of the story changed from being guided by a distinct main character to an avatar designed by the player, so that must’ve been a lot of work.”
    – There was talk about whether or not X should have battle voices, but they decided to have them like in Xenoblade Chronicles since they make the game stand out
    – 3,000 lines recorded for Xenoblade Chronicles’ battle scenes, but X has 11,000 lines
    – Some voice actors lost their voices during recording due to so many lines
    – The team asked the voice actors to keep shouting for hours
    – Having robots was another pillar for development
    – Kojima wasn’t concerned about balancing the Skells since he “wanted the players to experience a great feeling playing with one of these once they obtain one”
    – He wanted to have enemies that take awhile to beat as humans could be defeated with one blow while riding a Skell
    – It’s expensive to buy a Skell to give players the same feeling as buying a new car in real life
    – Skells can be destroyed in one shot if the enemy is strong enough
    – Skull insurance: can be fixed for free up to 3 times
    – Have to pay an expensive fee if it breaks a fourth time
    – Kojima wanted Skells to be broken for good once they were destroyed, but the staff felt that was too harsh
    – If you push the button at the right time to abort when the Skell’s HP becomes zero and is destroyed, the Skell will be fixed without having to use insurance (“insurance on insurance” feature)
    – Monolith Soft’s Makoto Shimamoto put in this “insurance on insurance” function without Kojima’s consent
    – Kojima always wanted to make a game where robots and humans could fight on the same field
    – Takeda says volume of X “far surpasses that of the previous Xenoblade game
    – Can learn more about things outside of the main story
    – “X” is a symbol for an unknown factor
    – Kojima and Takakashi didn’t want the game’s soundtrack to be stereotypical
    – The team was forced to abandon a bunch of work after changing the main protagonist to an avatar
    – Kojima: “(With a deep sigh) Yeah, we threw it all away.”
    – According to Takahashi, X’s text “far surpasses that of the previous game”
    – Reggie told Iwata that after the announcement of Zelda Wii U’s delay happened, an American game site held a poll about what games readers were excited for since Zelda Wii U isn’t coming out this year, and Xenoblade Chronicles X was number 1

    Что имели в виду разрабы, добавив X в названии игры:
     
  8. dimm

    dimm Administrator Команда форума

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    Консоль где-то в бумаженциях затерялась =)
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Каин и Chakie нравится это.
  9. Chakie

    Chakie Lucha Pablo

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    Ну она просто чёрная, правильно?
     
  10. dimm

    dimm Administrator Команда форума

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    Думаю что да, но может еще чего-нибудь нанесли на корпус. Но это навряд =)
     
  11. vova

    vova Фьючераст Команда форума

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    Мне вот пофиг почему они Х оставили, лишь бы потом сделали новую игру, можно У там оставить :)
     
    Последнее редактирование: 29 апр 2015
  12. dimm

    dimm Administrator Команда форума

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    Unearthly delight =))
    [​IMG]
    [​IMG]
    Народ играет уже вовсю.
     
  13. dimm

    dimm Administrator Команда форума

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    Платные DLC тоже будут. Вот первый (за $20!):
    [​IMG]
    [​IMG]
    http://xenobladex.jp/information/index.html#info150428-02
     
  14. Ken Rosenberg

    Ken Rosenberg Well-Known Member

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    Да уж. Индустрия катится в дерьмо бешеными темпами. То микротранзакции в AAA проектах, то сизон пасс для Arkham Knight за 2/3 от стоимости игры, или скины для бойцов в Dead or Alive 5, которые дороже самой игры (!). И тут уже DLC по 20$ за штуку).
     
  15. Chakie

    Chakie Lucha Pablo

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    Ну а может там 30 квестов ещё на 50 часов и эти 4 персонажа прям мучо-мучо крутые? :)
    Хотя вряд ли конечно, скорее "пойди/найди/принеси"
     
  16. dimm

    dimm Administrator Команда форума

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    Я не знаю, кому эти DLC еще понадобятся в этой игре? Там квестов и так раз в 10 больше чем в Xenoblade.
    [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG]
     
    Chakie, Каин и Ken Rosenberg нравится это.
  17. Chakie

    Chakie Lucha Pablo

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    Так это и не важно. Тренд есть, значит надо следовать.
     
  18. -A-

    -A- Well-Known Member

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    Да уж, в сравнении с нинтендой даже еа отдыхает....
     
  19. vova

    vova Фьючераст Команда форума

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    Это для маньяков :)
     
  20. Steve

    Steve Well-Known Member

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    Рука вчера потянулась на плей-азию за бандлом,а там уже SOLD (