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POST OFICIAL - XENOBLADE CHRONICLES 2 (Lanzamiento mundial 1 de Diciembre del 2017)

Xenoblade Chronicles 2 J-RPG Monolith Soft Nintendo Switch Mitsuda ACE Kiyota Takahashi

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#106

Escrito 14 junio 2017 - 15:48

Yo prefiero no saber nada siquiera del argumento X-D


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#107

Escrito 14 junio 2017 - 16:05

Yo hubiera preferido que siguieran la historia del X... por que el final sobretodo me dejo intrigado! pero bueno, con este me confirmo, lo veo mas "jRPG" que el Chronicles X, pero acabare piyandolo seguro, quizas cuando salga no, pero mas adelante cuando baje de precio.


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#108

Escrito 14 junio 2017 - 19:10

[...] quizas cuando salga no, pero mas adelante cuando baje de precio.

 

Pues o lo pillas de segunda mano o te va a dar el sol por un canuto de caña  X-D


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#109

Escrito 14 junio 2017 - 22:20

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Editado por Sir_Dekar, 14 junio 2017 - 22:27 .

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#110

Escrito 14 junio 2017 - 22:39

Joder, qué ganas de que salga y viciar  :llora:

 

Pero de no tener nada a tener gameplays y tal... bendito E3


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#111

Escrito 15 junio 2017 - 23:19

No se si es por el directo, pero me parece ligeramente más "feo" en gráficos que xeno x en tema texturas.
Eso sí, este cae de salida y en la edición más tocha que exista, como ya hice con el de wiiu xD


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#112

Escrito 16 junio 2017 - 04:28

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Editado por Sir_Dekar, 16 junio 2017 - 04:46 .

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#113

Escrito 16 junio 2017 - 07:52

Mensaje de Tetsuya Takahashi (Director del Juego)

 

"A young adult story with a taste of boy-meets-girl. Lately it feels like all I’ve been doing are games full of devastation, like where your hometown burns down at the start, or the spaceship you’re riding crashes(oh wait, that is all I ever do). Sometimes I just wanna try something different!
 
I want to make something that people can look back on fondly one day as something that really shaped their lives. Something like what I loved as a boy, like Oliver!(by Carol Reed) and Galaxy Express 999(by Rintaro).
-- That’s why I started working on this game.
I’ll leave the stories about the solemn old men and hot stylish guys to someone else(even though there’s way more demand for that stuff), and go ahead with this.
 
That’s what was on my mind around the end of 2014 through early 2015.
Yeah, we started while Xenoblade X was still in development.
We’re building a whole new ‘Xenoblade’ title using the foundation laid by X. That’s the core of the project.
 
Some people think exploration is what games should be all about, while some are like “no no, story is what’s best.” Well we’ve got something perfect for both of those kinds of people: Xenoblade 2.
And that’s what I wanted to tell you with my first announcement. Sound cool?
 
There are still a ton of surprises left, of course.
I’ll be revealing little bits of information and riling everyone up all the way until release.
And that was my June of 2017.
(Wait, will we even meet the release deadline?!)
 
Tetsuya Takahashi"

Editado por Sir_Dekar, 16 junio 2017 - 07:53 .

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#114

Escrito 24 junio 2017 - 18:39

Nuevos detalles de Xenoblade Chronicles 2 centrados en el mundo y en los personajes
 
 

Poco después de su aparición en el Nintendo Spotlight del E3 2017, Xenoblade Chronicles 2 vio inaugurada su página web oficial japonesa. Ahora hemos podido conocer más detalles procedentes de este sitio web.

Los detalles se centran principalmente en el mundo y en los personajes del juego. Os los dejamos a continuación:

Arst, mundo oculto por un océano de nubes

Hay numerosas criaturas viviendo en este océano de nubes, una de ellas se la conoce como “Titán” (Ars). Los humanos han creado un sitio donde vivir en este lugar.

Blade

Es una variante de forma de vida que nace cuando un humano toca un cristal nuclear. Los Blade nacen junto a una arma, dedicando su existencia a los humanos que les han creado y creciendo junto a ellos. Escinden un camino a través del conflicto.

Driver

Humano elegido capaz de crear Blades. Los Drivers pueden sincronizarse con el Blade, garantizándoles así el acceso a una gran variedad de poderes.

Rex (voz de Shimono Hiro en japonés)

Un chico enérgico que trabaja como Salvager. Conoce a Pyra y rápidamente se ve completamente ligado al destino del mundo.

Pyra (voz de Shimoji Shino en japonés)

Compañera Blade de Rex. Posee el poder del fuego y va de camino al Elíseo junto a Rex.

 

Fuente Nintenderos

 

 

Xenoblade Chronicles 2 inició su desarrollo en 2014

El juego empezó su desarrollo en paralelo a Xenoblade Chronicles X

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15/06/2017 23:26
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La nueva entrega de Xenoblade Chronicles inició su desarrollo para Nintendo Switch en 2014

Recientemente hemos contado con nueva información de 'Xenoblade Chronicles 2' con motivo del E3, pudiendo incluir dentro de este compendio tanto un nuevo tráiler como gameplays del mismo. No obstante, ahora le toca el turno al desarrollo, del mismo, mas concretamente al inicio del mismo. Y es que Tetsuya Takahashi, de Monolith Soft ha dado varios detalles respecto al título, mencionando que esta nueva historia será diferente a las anteriores con el objetivo de que los jugadores la amen y miren con cariño dejando de lado las ciudades natales devastadas y los accidentes de naves espaciales. 

Un desarrollo en paralelo a otro título

Respecto a lo anterior, ha mencionado que esta nueva historia le vino a la mente a finales de 2014 y desarrollándose a inicios de 2015, por lo que viene a decir que el desarrollo comenzó cuando aún estaban con 'Xenoblade Chronicles X'. Asimismo, ha mencionado que con este título pretende contentar a los dos tipos de fans que adoran la saga: los que aman las historias y lo que hacen lo propio con la exploración. En este punto, menciona que 'Xenoblade Chronicles 2' es el título que cumplirá con estas expectativas. 

Nuevas sorpresas en el futuro hasta el lanzamiento

Por lo demás, el creativo ha mencionado que en el futuro se darán más detalles conforme se vaya acercando a la fecha. Respecto a esta, el Nintendo Spotlight volvió a confirmar que el juego llegaría a finales del presente año en exclusiva para Nintendo Switch. Si estáis interesados en haceros con el título, podéis hacerlo mediante el siguiente enlace.

Fuente JuegosADN


Editado por Sir_Dekar, 24 junio 2017 - 19:21 .

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#115

Escrito 24 junio 2017 - 22:17

Entrevistas a Takahashi (Monolith Soft) en Gamespot y Gamekult (info sacada de GAF)

 

Some highlights from the Gamespot interview:
 
During the Nintendo Treehouse presentation at E3, you mentioned the idea of the drama that exists in real life between people, and how that's the key focus for what you want to deliver in Chronicles 2. I'm curious if you could speak to that a little bit more.
 
In terms of the drama between humans and previous games, this game has the name "Xeno." Like I mentioned, it's about differences or something out of the ordinary. Just take for example all of us in this room, we're all from different places, and we are different personalities, and the way we think is different. To gather all of those people into one place, I think there is both positive and negative that can come out of that...Looking at a bigger scale, it can be survival of the fittest or things on a country-based scale, like invasion, something like that.
 
In this game world that we're trying to create, there are these enormous beings called Titans that people live on and, that's their land. But their land, the Titans, are dying. Once they die, they sink into the cloud sea, so all these people are going to lose their land. They're not going to be able to survive, and I think when you look at it in the real world, I think something like that, something similar happens where there is a lot of competition for resources in the world we live in right now.
 
Relatively speaking, the United States or Japan are wealthy countries where people live comfortably, but on the other side there are countries that are very poor where people are struggling and suffering. Trying to think about what can we do for all of us to live together well and how can we do that is something that I think about when I'm trying to create games like this.
 
You definitely have a very distinguished career and a history of making games that mean something to a lot of people. I'm curious if you can pick one--what is the game from your past that means the most to you?
 
I think for me, all of them. The reason I say that is when I'm creating games, and once we complete a game, there's always this phase of post-mortem where I think to myself, "I could have done this better, or I could have changed that." It's not limited to just what I think of it. I also take in some of the players' feedback and other people's thoughts and think about, "Maybe if I do this next, people will enjoy it more. Maybe if I do that or change this, it would turn out better."
 
It's the cycle I go through for every game that I am a part of. If we started with Xenogears, there is a post-mortem that happened there that I put to use in Xenosaga. Then we went into a different title and then to Xenoblade and to X. It's just a reiterative cycle. To me, every single game is an opportunity to learn, and it's also an opportunity to challenge myself.
 
What step in the cycle does Xenoblade Chronicles 2 represent?
 
I think in terms of Xenoblade 2, there's always--like I mentioned--things that I wished I could have done or thought I should have done differently. I feel like Xenoblade 2 is my opportunity and my way to put all of that into reality. I say all of that, but I probably can't do everything in that title, and I'm sure that when this game is done, I'll have more post-mortem things to think about and more changes and different things that I'd like to do. That'll be carried out to the next title, whatever it is that I work on. It's this cycle that really keeps me going, but obviously if you're stuck on one point, you can't move forward, and the game will never be made, so there's certain times where you have to kind of draw the line and say, "This is how far I'm going to go this time. Whatever is left, I'll carry it on to the next game." That's kind of how I see it, but Xenoblade 2 is kind of like a culmination of all the things that I have done--and would like to have done--from my past.
 
 
 
 
Some highlights from the translation of the Gamekult interview:
 
Was Xenoblade 2 in developpement for Wii U before moving to Switch ? And what lessons did you learn with the developpement of XCX ?
 
It was a Switch exclusive from the beginning. As you know, XCX was made to be an open world game, and we mostly learned the cost of this kind of projects (laughs). By applying the acquired knowledge to a more linear experience, we had a better idea when it came to ressource management but also for optimization, and all the little details that allow us to better understand the magnitude of this world.
 
Did you also alter the UI, particularly bloated in the previous episode ?
 
Since the Switch has four face buttons on each Joy Con, we sought to made the control system more accessible and intuitive, so that you could realize actions without having to think about it. At least, that's what we're striving for. We also haven't planned to include touchscreen elements.
 
Judging by the trailers, Xenoblade 2 comes back to a more childish visual style. Is your goal to target a wider audience, or can we assume the game will still adress mature themes ?
 
Targeting a wider audience was one of our goals but we also wanted to make it so that characters had more facial expressions. Masatsugu Saito's character design is a way to make the protagonists more expressive. As for the story, we wanted to highlight the values of friendship in the first game, as well as Shulk's revenge, which was the driving force behind the plot. In this game, it's more about an initiatory journey and Rex's coming-of-age story.
 
Speaking of Rex, what can you tell us about him ?
 
He's clearly hot-blooded (nekketsu) like a character in a shônen manga but he's also older than he looks. When the story begins, he's been a Salvager for many years, helping the lost souls in the universe of Arst. He also lives in a world of adults, meaning he's a lot more mature than his apparence makes you think. The objective of Rex and his party is to go to Elysium, a sort of paradise. Those who live there know it is a legendary land, where everything seems to be perfect. Of course, the discovery of this place will be the driving force behind the main quest.
 
Exploration was always one of the most important parts of the Xenoblade series, especially in XCX. Can we expect an even larger world on Switch ?
 
Exploration will be even more important in Xenoblade 2. About the amount of places you will be able to discover and explore, I think we will go far beyond what Xenoblade X proposed. As you have been able to see in the trailer, you can expect to traverse a lot of varied environnements, some natural, some artificial, created by humans.
 
Does that mean the game will allow us to go wherever we want, or will the exploration be more guided, like in the first game ?
 
In the trailer, you've been able to see gigantic entities : the Titans. The player will traverse entire regions, towns and dungeons on the back of those gigantic monsters. The exploration on those creatures will be seamless. We could have made it so that going from one titan to another was seamless too, but going through the sea of clouds probably wouldn't have been fun, so we chose to make cuts for those transitions. In the game, as you've been able to see in the Treehouse Live, it's also possible to associate with Blades, beings that also are living weapons, and traverse those vast lands on their backs, even if they're not mounts in the traditionnal sense.
 
What can you say about the combat system ?
 
The main interest of the combat system is the association between Blades and Drivers, like Rex for exemple, and all the different builds that stem from all the different combinations possible. As we already mentionned, you can count on a lot of Blades, and all have their own skill tree, their own traits and even their own personality which makes them unique. As a result, it's possible to customize your character to adapt to various situations and various playstyles, which will be motivating for players.
 
Is any multiplayer planned ?
 
No, nothing planned there.
 
Will we see the return of the affinity system to unlock various skills and sidequests ? 
 
There is of course the relationship between Blades and Drivers that is the main point of gameplay, as by nourishing them you will become stronger, unlock new skills, and so on. The game obviously has numerous sidequests, some dedicaced to developping characters, some dedicaced to developping the relationships between characters and their Blades, and some that will rely on NPCs that you will meet in town. Completing those particular missions will allow you to develop the town, to unlock new gear to buy, that kind of bonuses. Quest validation should be automatic in most cases, like in previous episodes : you don't have to go back to the quest giver to get the rewards. However, everything will depend of what kind of quest it is and the context in which you received it.
 
What game made the strongest impression during your career ?
 
It might not be the best moment, but I think the creation of the first Xenosaga was an especially difficult moment because it was done at the same time as the creation of Monolith Software. We had to handle the developpement and create a structure to handle employees, a multifaceted challenge. Xenogears is another game that comes to mind, as everyone on the team was a beginner. We all gained experience and matured together. Today, I think I can say our team is made of seniors, and everything seems easier.
 
Xenosaga was planned to be 6 chapters long. Would you like to come back to the series to finish it one day if the opportunity presented itself ?
 
If someone financed it, certainly (laughs).

Editado por Sir_Dekar, 24 junio 2017 - 22:17 .

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#116

Escrito 25 junio 2017 - 07:41

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Rex
He's a boy with an overflowing vitality who makes a living out of salvaging.
After meeting Homura, he'll become greatly affected by the fate of the world.
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Homura
Blade who becomes Rex's partner. She uses the power of flame.
Together with Rex, they intend to find paradise.
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A world covered with a sea of clouds, Arst
A large number of living creatures are inhabiting the sea of clouds,
some particularly gigantic were called the "Giant Beasts Ars"
People established their base of activities on top of Arses.
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When a person comes in contact with a core crystal,
it gives birth to a subspecies life form. Blades are born with a weapon.
They become the arms and legs of the person who gave birth to them.
They grow and cut through battles together.
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Chosen people who can give birth to Blades.
Empathising with a Blade, the driver can use a great variety of powers.

Editado por Sir_Dekar, 25 junio 2017 - 07:46 .

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#117

Escrito 26 junio 2017 - 07:10

Un montón de imágenes del juego.

https://docs.google....HxUiqqmWy1U/pub

Sakaguchi opina sobre el trabajo de Takahashi.

Sakaguchi and Takahashi came to have a close working relationship. The young artist was instrumental in creating Final Fantasy 6's opening, when a line of bipedal tanks trudge through the snow en route to a remote village. Sakaguchi had intended for these so-called Magiteks to appear in the intro exactly as they did in the game, as rather squat, shuffling sprites. Takahashi had other plans, however, and drew the machines from behind, where you could see their height and mechanical heft. He made them walk into the screen using the Super Nintendo's Mode 7 effect. The scene, combined with Nobuo Uematsu's 'Omen' theme is one of the series' most memorable. The late Nintendo president Satoru Iwata once asked Sakaguchi whether Takahashi's work improved on the dirctor's vision. "Right," said Sakaguchi. "And it hurt a bit to admit it."

Fuente Eurogamer



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Exploration was always one of the most important parts of the Xenoblade series, especially in XCX. Can we expect an even larger world on Switch?

Exploration will be even more important in Xenoblade 2. About the amount of places you will be able to discover and explore, I think we will go far beyond what Xenoblade X proposed. As you have been able to see in the trailer, you can expect to traverse a lot of varied environnements, some natural, some artificial, created by humans.


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#118

Escrito 26 junio 2017 - 07:13

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Y un comentario en GAF sobre la jugabilidad...

 

 Cita:And if 2's battle system feels slower, it also seems more strategic and also pretty far from the 2 others in some ways.

- You can't attack while moving so it's almost like a tactical game, you chose to move OR to attack. It gives a way to not attack while the ennemy is sleeping for example, because with Carna/Sharla in Xenoblade 1, you couldn't. It also has an important effect on position and other stuff.

- Auto attacks now have a specific combo and each hit deals more damage. There's also now some kind of "just attack" like in Phantasy Star Online. You can trigger a bonus if you time your Arts after auto attacks. It appears on the screen as a blue circle.

- Time now charges the Blades. Arts charge through auto attack and each auto attack hit charges more than the previous one during a combo. Finally, Arts charge Blades special attacks. There's far more strategy to focus on during battle between that, switching Blades, watching the party gaauge, Blade special arts, and other characters.......

- We don't know how skills work, how Blades work (only that the treehouse guy "dropped" one after his first battle. But it feels too random/lucky to help understand how the whole thing could work. We may end up getting new Blades from random battles, from quests. Maybe would there be more rare ones, for example dropped from Unique enemies.
There were 21 spots for Blades on Rex's screen and 1/99 crystals before the treehouse guy used it to create the third Blade for Rex.
Blades might become the only equipment for character and we'll manage tons of them. They might be born with a random set of Arts... could go any way.

- Last but not least, "Rich" is really bad at playing Xenoblade as he was already bad with XenobladeX back then, it doesn't help at all.
He's also wrong on many things. For X he said only voices could heal and that's as wrong as it can be.
For Xenoblade 2 he was at least wrong once when he said the "Launch" effect needed break or topple before (can't remember), but I saw it being triggered while no effect were active right before.


Editado por Sir_Dekar, 26 junio 2017 - 07:13 .

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#119

Escrito 27 junio 2017 - 09:48

Avance Meristation (por Franchuzas)

 

http://meristation.a...e-juego/2204769


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#120

Escrito 07 julio 2017 - 18:41

Las razones por las que Tetsuya Nomura ha creado un personaje para Xenoblade Chronicles 2.

 

I noticed artist Tetsuya Nomura's name in the trailer credits [as the designer of a character named "Toma"]. He's obviously a longtime Square Enix fixture [he's currently directing Kingdom Hearts III and the Final Fantasy VII remake], so I'm wondering how that happened?

 
Good question. This story goes back 20 years. Back when I was about to start on a new game, and the name "Xenogears" wasn't set yet, for that new title I needed a designer. And at the time there was someone who was directing the Final Fantasy series, Mr. [Yoshinori] Kitase. And then Mr. Nomura and I were in the team together doing character design. At the time, Mr. Kitase was handling Final Fantasy and I was doing this new title, and I wanted to work with Mr. Nomura.
 
So I was waiting for the final call to be made, whether he was going to be working on the Final Fantasy series or on this new title of mine. And then Mr. [Hironobu] Sakaguchi [the creator of the Final Fantasy series] came and said 'Tetsu is going to do Final Fantasy.' So I thought 'Okay, I've got to find myself a new designer.'
 
But I've always wanted to work with him. And this idea of Xenoblade Chronicles 2 came up, and I thought I'd love to work with him again. After our discussion with Nintendo went through and this project was a go, I went directly to Square Enix, thinking that I'd be denied, asking if I could work with Tetsu. To my surprise, it was approved, and that's how it happened.
 
El resto de la entrevista en...
 

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Etiquetado también con una o más de estas palabras: Xenoblade Chronicles 2, J-RPG, Monolith Soft, Nintendo Switch, Mitsuda, ACE, Kiyota, Takahashi

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