Morrigan Stark
Arrogant Smirk
Looking good! Sometimes the camera still felt iffy, but that's probably just due to the cramped corridors. At least spacing seemed more manageable. I look forward to the beta.
3) Durability has been removed, in it's place is a new proficiency system that would reward skill points for the weapon in use.
Wonder how you swap between the 2 sets of items and also between your melee or bow/gun now its not on the dpad
Naaah its on the stance switch button (R1 IIRC) - check out 12 seconds into the video how the item wheel fades while the weapons on the right wheel show up when hes stance switching. Unsure about the item wheel though...I'm just afraid it's L3/R3. I can't push those buttons. I'm fucked.
Naaah its on the stance switch button (R1 IIRC) - check out 12 seconds into the video how the item wheel fades while the weapons on the right wheel show up when hes stance switching.
I was worried about the same too - hate frequently used things on L3/R3 - if only the DS4 had some form of touchpad...
ps3ud0 8)
Are i-frames not a thing in this game?
It's going to be disappointing to not get to play it at 1080p/60 FPS.
sure you can, go buy PS4Neo
FL: Nioh features a western protagonist although the game is set in Japan, what was the decision behind this? What was the decision behind using William, as opposed to allowing some character creation?
Yasuda: The protagonist is based on a real-life historical figure named William Adams who was basically a pirate from England who arrived in Japan in the early 1600s and eventually trained as a Samurai, which is a very very rare occurrence throughout history. So we were just really fascinated by his story and thought he was a real badass, and that is why we wanted to use his story as our main characters. Since the game is so based around his story, we decided not to have any custom character creation.
Although, one thing we would really like to consider for the future is more facial customization for online play. We do already have armor customization so that should bring some diversity between players online for the time being.
FL: How does the game progress? Is it rather linear or can you choose where you go?
Yasuda: There is a single map with different stages and there is a central hub where you can prepare for battle and choose the stage you want. There is a main campaign which you can choose to follow but there are also around 100 side missions where you can take on waves of enemies and get more loot.
FL: How long will the game be? Will there be a NG+ or can the players continue playing after the ending?
Yasuda: As for the length of the game, it really depends on how often you die. During your first playthrough of the main campaign, on average you can expect around 40 hours. As for NG+, where you can replay the campaign with stronger enemies that drop better loot, we are still considering all possibilities. We really want to make it a game with replay-ability after the main campaign is finished so we are working on that along with developing online play.
FL: With durability being removed, will there be a replacement system put in place or will there be no equivalent in the game?
Yasuda: It wouldnt be as fun if we simply got rid of a feature and didnt replace it with something else. So we have replaced it with a familiarity system, which is inspired by the traditional Japanese belief that every day objects have a spirit residing in them. So the longer you use a weapon, the stronger it gets, with that spirit making a deeper connection with the user. So it adds a kind of strategic element where you will ask yourself do I use that really strong weapon I just picked up or should I continue using this weapon that I have had since the beginning?
FL: Feedback from the Alpha was taken very seriously and with a game that is so challenging to design, how do you decide what elements to change in order to satisfy the fans while also making sure you are satisfying your vision for the game?
Yasuda: A good example would the durability feature we were just discussing about. Thats a change that isnt really incompatible with our vision so its an easy call. However if we just blindly follow what players want us to do, it will not necessarily become a good game so we do have to make that judgement call at some point.
Nonetheless, if we design something with a certain expected reaction in mind but it doesnt translate well into the actual gameplay experience, it is something we do want to fix and that helps us get closer to our intended vision of a fun game. An example of that would be the camera controls, which we had a lot of feedback about during the Alpha, in that people thought the way it locked on to enemies during combat made it quite difficult in an unfair way as it was very unintuitive. So it is something that by changing we are not compromising our vision, but are in fact actually allowing it better to shine through to create gameplay that is more rewarding than frustrating. So there are a lot of instances like these where our goals align with the feedback of players and allow us to make a better game.
Fextralife did an interview with the director
http://fextralife.com/nioh-death-yokai-multiplayer-durability-fumihiko-yasuda/
New thread for new news?
Fextralife did an interview with the directorhttp://fextralife.com/nioh-death-yokai-multiplayer-durability-fumihiko-yasuda/
I'm curious if two handed weapons will have their own move set since that's a fairly different fighting style and stance set to the sword, spear, and axe/hammer combo we have seen so far. I'm guessing guns will be lumped in with the bow and arrows for the most part?
Fextralife did an interview with the director
http://fextralife.com/nioh-death-yokai-multiplayer-durability-fumihiko-yasuda/
Dual Wielding has it own moveset, from what little we can see in the video, it's definitely a whole class on it's own.
Looks slower, stiffer and more like Dark souls. Blegh.
Looks good. Hayashi should stick with making Souls clones since he's clearly incapable of making Ninja Gaiden.
It looks good. I wish they placed better weapons in the environment though, and didn't have just about everything drop from enemies. It didn't feel as though exploration was appropriately rewarded - quite the opposite in fact, it felt as though just going for the boss and clearing the map was better than anything else you could be doing.
That contrast the Souls series where it always feels as though searching the environment for new weapons and armour might be worth it. If anything, in Nioh, you'd be better off just respawning enemies over and over again with a shrine, and grinding for drops - that feeling is the result of poor design and a sign that enemy loot versus environmental loot required a re-balance.
It looks good. I wish they placed better weapons in the environment though, and didn't have just about everything drop from enemies. It didn't feel as though exploration was appropriately rewarded - quite the opposite in fact, it felt as though just going for the boss and clearing the map was better than anything else you could be doing.
That contrast the Souls series where it always feels as though searching the environment for new weapons and armour might be worth it. If anything, in Nioh, you'd be better off just respawning enemies over and over again with a shrine, and grinding for drops - that feeling is the result of poor design and a sign that enemy loot versus environmental loot required a re-balance.
There's nothope for camera in Team Ninja games, tbh, my only hope is that they don't abuse the awful camera against the player with things like around the corner ambushes or tricky fights in places where the camera isn't preforming very well.Looking good! Sometimes the camera still felt iffy, but that's probably just due to the cramped corridors. At least spacing seemed more manageable. I look forward to the beta.
It looks good. I wish they placed better weapons in the environment though, and didn't have just about everything drop from enemies. It didn't feel as though exploration was appropriately rewarded - quite the opposite in fact, it felt as though just going for the boss and clearing the map was better than anything else you could be doing.
That contrast the Souls series where it always feels as though searching the environment for new weapons and armour might be worth it. If anything, in Nioh, you'd be better off just respawning enemies over and over again with a shrine, and grinding for drops - that feeling is the result of poor design and a sign that enemy loot versus environmental loot required a re-balance.