[Multi] Elden Ring

ivanxi-kun

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Desarroladora: From Software
Distribuidora: Bandai Namco
Género: Acción
Fecha de Lanzamiento: Próximamente

(Se añadirá más información próximamente)

[bbvideo=560,315]https://www.youtube.com/watch?v=rHoDGkpktPE[/bbvideo]

Abro este tema para hablar de lo ultimo de From Software, creadores de los Souls, Bloodborne y Sekiro. En esta ocasión, contarán con la colaboración de George RR Martin, autor de los libros de Canción de Hielo y Fuego.
 
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Tienes graves problemas de adicción con From. Si lo se no te lo hubiese recomendado en su día en eupg. :kefka:
 

4Otubak

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Dark Souls lo descubrí sin querer comprándolo en rebajas hace 8 años :slow:

Pero sí, esta empresa hizo que sólo me interese por 2 juegos escasos cada año...
 
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Esta el foro ya muerto, Kabuto. Pero recuerdo perfectamente tus dilemas videojueguiles era pokemon y hastío. :kefka:
 

4Otubak

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El primer enlace que tengo contigo respecto a From es preguntando qué tal te pareció Dark souls 2, porque iba a pillármelo xd.

El hastío general permanece.
 
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Mucho. Aunque las aportaciones de los escritores a los videojuegos siempre son mas humo marketinero que otra cosa. Así que por la parte de Martin no tengo ninguna ilusión. Pero Miyazaki es otra historia.
 

EvanStark

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Edit:

Entrevista a Miyazaki(es del blog de xbox):

W: First off, please tell me when and how development for Elden Ring took off.
M: Development for Elden Ring started just after development for the Dark Souls 3 DLC had ended. At the time, Elden Ring was being planned as a more classic fantasy title compared to others that were either being considered or already in the early stages of development. We wanted to create a new dark fantasy action RPG full of things that we weren’t able to do in the Dark Souls series.

W: Elden Ring seems to have been in development at the same time as Sekiro. How did you go about its development?
M: The overall process of development has been the same as it was in Sekiro. While assigning co-directors to each project, I took direction over the various game design, art and musical aspects of the titles. We tend to space out the development-peak for our projects to make use of what little time we have, however being able to share a vision with the co-directors as well as the development staff has allowed us to build a trusting relationship which makes this kind of development style possible. I am incredibly grateful for them and their hard work. Of course, this project still has a load of work ahead of it as well (laughter).

W: What genre do you think Elden Ring will fall under?
M: It is a third-person action RPG. Unlike Sekiro, which has a heavy focus on action, Elden Ring puts more focus on RPG elements. Of course, we are not shying away from the fun of responsive melee-based combat, and these elements will be present as well.

W: Do you believe this title will turn out to be a very From-like and challenging game?
M: Yes, I do. The importance we place on the joy the player experiences through overcoming challenges will be the same as it is in our other titles. I believe it will prove to be a very satisfying experience. Earlier I had said that this title focuses more heavily on RPG elements. This title will include a wide variety of weapons, magic, and ways to engage enemies, that make it possible to provide users with a style of gameplay and strategy that suits them. Even when compared to the Dark Souls series, I believe this title will provide even more variety in the ways for players to overcome challenges and tweak their tactics when facing enemies.

W: Will Elden Ring contain character customization elements like in Dark Souls, or will it be similar to Sekiro in that there is a fixed protagonist that the player controls?
M: Yes, it will contain character customization elements. Similar to the Dark Souls series, Elden Ring allows players to design and control their own unique character. As I said earlier, this title puts a heavy focus on RPG elements, and we thought this approach would best suit that focus.

W: Regarding the collaboration with George R. R. Martin, can you further explain how this collaboration came about and in what role it has served throughout the project?
M: I suppose the start of this collaboration came from the fact that I myself am I huge fan of Mr. Martin’s work. I loved “A Song of Ice and Fire” as well as the “Tuf Voyaging” series, however if I had to pick a favorite I would probably say “Fevre Dream.” I personally see “Fevre Dream” as a masterpiece among vampire fantasy and had even previously recommended it to all new employees. Me being such a known fan of Mr. Martin caused our executive business director Eiichi Nakajima to reach out to him with the expectation that we would get turned down.

However, we were then given the rare opportunity to talk one-on-one with Mr. Martin which was an incredibly fun and stimulating experience. It was then that I strongly felt that I wanted to work with Mr. Martin. I am still unable to put into words how grateful I am to Mr. Martin for agreeing to our offer. The actual collaboration itself begun with Mr. Martin ever so politely confirming what sorts of themes, ideas as well as many game-related aspects I had envisioned for the game.

This allowed us to have many free and creative conversations regarding the game, in which Mr. Martin later used as a base to write the overarching mythos for the game world itself. This mythos proved to be full of interesting characters and drama along with a plethora of mystical and mysterious elements as well. It was a wonderful source of stimulus for me and the development staff. Elden Ring’s world was constructed using this mythos and stimulus as a base. Even I myself find it hard to contain my excitement from time to time. We hope that everyone else is looking forward to the world we have created.


W: What are some differences when compared to your previous titles (especially Dark Souls)?
M: If I were to put aside the world full of fresh stimulus thanks to our collaboration with Mr. Martin, I would have to say the biggest difference is it being open world. Due to this, the scale of the world and its narrative, as well as the depth and freedom of exploration have increased dramatically. It is without a doubt our biggest title yet in terms of sheer volume. There are many definitions to the term “open world,” and I might not be phrasing it correctly, but we have simply tried our own approach to a game with a large, open field to play in.

It is a world full of danger and threats, as well as many areas ripe for exploration. Among those areas, you will also find intricately designed, multi-layered castles and such.


W: What is the meaning behind the title?
M: Elden Ring is the name given to a mysterious concept that defines the world itself. As the trailer at the conference implied, this “Elden Ring” has been shattered. The significance of this will be one of the important themes of the game. That’s about all I can say at this point in time (laughter)

W: Will Elden Ring contain the gritty, intense boss fights we’ve all come to love and expect from From?
M: Yes, of course. Boss fights are something we enjoy making and make up one of the climaxes to this title as well. We feel there is a wide variety of unique and horrifying bosses for players to look forward to.

W: What can you teach us about the character shown in the concept art that was released?
M: We chose this character because of his eccentric aspects as well as the way he portrays the darkness that the world and story possess. While Elden Ring may be a classic dark fantasy title, it is more than just that. This character also represents one more theme in addition to the previously mentioned eccentricity. That theme is the will, or ambition of mankind.

https://news.xbox.com/en-us/2019/06/09/hidetaka-miyazaki-and-george-rr-martin-present-elden-ring/

Como ya imaginaba, Sekiro era un proyecto secundario.


 

Ganbaatar

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Aparecerá algún personaje de canción y fuego en los juegos como cameo o easter egg?
 

4Otubak

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Es un DS style en toda regla, pero con un mundo más grande.

Esperaba alguna pregunta sobre si tendrá multijugador y si la historia será explícita como en Sekiro o si no sabremos qué ocurre hasta que te pasas el juego y ni con esas xd.

Cae seguro, salvo que la caguen con la jugabilidad.
 
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Lo del "mundo abierto" esta bien y mal. Bien porque esto no sea otro DS con otro nombre. Mal porque una de las virtudes mas grandes de FS es diseñar escenarios. Sobre todo el DS 1 que es una puta maravilla.

Y Martin dio las bases del lore y poco mas. Me alegro por eso.
 

Sigma.

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Yo me cago en la reputísima madre de gente como la que trabaja en FromSoftware :3

¿Cómo mierda pueden llegar a pensar que los videojuegos están hechos para ser experiencias estresantes que te dejan con ganas de tirar la consola/CPU por la ventana del asco/bilis/negación/odio que se le puede llegar a agarrar por no poder pasar una puta parte del mismo?

Sinceramente no lo entiendo, juro que no logro entenderlo. Todos los hardcore gamers pueden sobarme bien la punta del nabo; yo no juego para congratularme después de 100 veces de intentos fallidos, yo juego para desengancharme de este mundo/país (en mi caso) asqueroso en el que vivimos y simplemente pasar un buen rato pensando en la nada misma o a lo sumo en ideas autocontenidas del mundo virtual de elección.

Ya hubiera querido jugar yo a todos los putos DS, al Demon Soul, a Bloodborne, a Sekiro, que me parece que tienen mundos super interesantes e historias igual de interesantes para experimentar, pero me la repatea soberanamente no poder jugar de la manera que quiero y tener que estar siempre mordiéndome los nudillos del asco por perder por no cronometrar a la micronésima el movimiento o el golpe.

Este lamentablemente va a ser otra de esas mierdas con enemigos putamente infumables que te recontra cagan el disfrute del juego.
 

Sigma.

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Eh... ¿de dónde conoces mi historial jueguil exactamente, gallu?

Yo no tengo problemas con las dificultades extremas siempre y cuando sean completamente opcionales, como bien lo hace por ejemplo PoE: va de fácil hasta muy difícil, y luego activables extra para hacerlo aún más difícil todavía. Así yo puedo disfrutar de la historia, el mundo y los personajes a mi modo con la dificultad que desee, mientras que quien quiera romperse el culo en 25 pedazos simplemente elige todo al máximo y ya.

Así de base, donde no hay otra que o joderse jugándolo o joderse sin siquiera jugarlo, me parecen completamente asquerosas.
 
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En tus lagrimas, Sigma. Donde si no. xd Ni siquiera son juegos narrativos los Souls. Basicamente es pelear y pelear. Y la mecánica de morir varia veces hasta que consigues pasarte algo es tan vieja como los videojuegos. En los Marios bros viejos mueres mas veces que en un souls. No es nada extremo, ni nuevo, ni nada. Pasartelo en 20 minutos en calzoncillos si que es extremo y de hardcores. O el puto camino de los malditos del PoE que te borran la partida si te mueres.
 

Sigma.

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Pues nómbrame algún titulo, señor lágrimas. Sino son palabras vacías.

La diferencia de, por ejemplo, DS con Mario es que Mario nunca me interesó un carajo, mientras que la saga Souls me interesa mucho (aparte claro de la edad; yo descubrí los videojuegos cuando la PS2 ya había salido, por lo que digamos que esas primeras generaciones de consolas y juegos ni las registro). Que la dificultad en el juego también sea más vieja que Matusalén tampoco me interesa, ya que como dije, yo descubrí el gaming mucho después.

No me basta con que me digan "de narrativa tiene poco", porque eso es muy subjetivo ya que cada uno entiende lo que quiere; yo quiero experimentarlo por mi propia cuenta y ver el mundo antes de dar el veredicto.
 
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