Shao Kahn Brewing a Stew
Banned
6 minute long multiplayer gameplay with boss battle:
http://www.youtube.com/watch?feature=player_embedded&v=VJLto7Iay0Y#!
Now THAT'S more like it!
6 minute long multiplayer gameplay with boss battle:
http://www.youtube.com/watch?feature=player_embedded&v=VJLto7Iay0Y#!
Fess up, father brain!
Alright, I think this is how it goes, but don't all rip on me if I'm a little wrong. When an enemy, or an ally, is slain, if you move close to the body, your two palms rise up. One is "rescue" (救済, the other is "sacrifice" (犠牲. For regular enemies, and maybe for allies too, it just takes one player to decide. For the main boss, all players vote, but I'm not sure if they're doing it for their own result, or for a joint result.
The other thing to mention, when a monster, or an ally, is down/hurt, you'll see red text showing up saying stuff like "I want to be with my family" or "I don't want to die". Stuff that's supposed to tug on those heart strings and show that they were once real people, but have somehow gone astray.
They didn't specify either way but it seems mission-based, like MH. If you die in a battle, and are sacrificed to do your mental attacks, you don't get anything for beating the boss. Only the surviving players get stuff. So it was mentioned that players could tell their mates to sacrifice them and be the hero so the others can win.
They showed a load of attack types. If you use stones, you can make a stone wall shield and carry it around to protect players, or you can surround yourself in a big round boulder and roll around the stage. Wood can be made into a light attack sword. You can attack with your blood (like shot attacks). There were fire and lightning attacks though they didn't show what resources were needed. The whole game moves at a brisk pace you can dart around quickly.
Oh and it seems Mitsuda is doing way more than one track. The two composers seem to be handling half each. The song of Mitsuda's they played was from the beginning when you first find the book. It had female vocals and was full of depression with a tinge of hope. The idea of the story seems to give the prisoner hope.
Alright, I think this is how it goes, but don't all rip on me if I'm a little wrong. When an enemy, or an ally, is slain, if you move close to the body, your two palms rise up. One is "rescue" (救済, the other is "sacrifice" (犠牲. For regular enemies, and maybe for allies too, it just takes one player to decide. For the main boss, all players vote, but I'm not sure if they're doing it for their own result, or for a joint result.
The other thing to mention, when a monster, or an ally, is down/hurt, you'll see red text showing up saying stuff like "I want to be with my family" or "I don't want to die". Stuff that's supposed to tug on those heart strings and show that they were once real people, but have somehow gone astray.
6 minute long multiplayer gameplay with boss battle:
http://www.youtube.com/watch?feature=player_embedded&v=VJLto7Iay0Y#!
6 minute long multiplayer gameplay with boss battle:
http://www.youtube.com/watch?feature=player_embedded&v=VJLto7Iay0Y#!
6 minute long multiplayer gameplay with boss battle:
http://www.youtube.com/watch?feature=player_embedded&v=VJLto7Iay0Y#!
6 minute long multiplayer gameplay with boss battle:
http://www.youtube.com/watch?feature=player_embedded&v=VJLto7Iay0Y#!
at the very end of mp matches, does one of the player got killed and sacrificed and salamander is summoned? that looks really cool
Yeah that thought struck me too after I posted. That sort of an implementation would be okay I guess though it would hurt the impact of such a moment. It's not really a sacrifice if the player is already out of the battle. There's no real balance of risk and reward here.
Well at the very least it'll give KO'd players something to do while the battle goes on, which I guess is good design in that respect. But still, having a player make a significant contribution to the outcome and having that player completely unrewarded isn't exactly the pinnacle of good game design.
I think it sounds like a great game mechanic IMO. It's something I would have loved in MonHun for example. If you have a shitty player that's contributing nothing and he gets killed the whole team is penalized in MonHun. Having the option to sacrifice him instead of letting him respawn (where he can get killed again) would be welcomed. If the player is good and say died protecting the team, you can revive him so he can continue to help. I really like the sound of that.
It'll also curb griefers and other nuisances since they'll get nothing if you sacrifice them. Of course the team could sacrifice you even if you've been helpful so it's an incentive to avoid dying.
To what, though? The shorter (single-player?) video does look pretty smooth, but the longer multiplayer video looked to be dropping below 30fps more often than not. It's still six months or so from release, though, so I'm not claiming that's what the final product will look like.
Well the combat definitely looks good. Can't wait to see it direct feed without some guys head blocking half the screen.
I'm curious though, where's the health bars? How do players figure out how close to death they are? Is it related to the on screen blood splatter you see with every hit?
As for my stance on the player sacrifice thing, my stance moves from "sounds terrible" to "I don't know what to think". At the very least it doesn't look like it'll inhibit players from using the big spells like I was originally worrying about but now it looks like a great way to destroy friendships. Good thing I probably won't be playing with RL friends then.
Hmm seeing that the site is in full english I guess localization is confirmed - I just hope that the waiting gap isn't too long.
I don't think everybody is as selfish as you think. Part of the MH experience is helping others achieve their goals.
Don't see how it would be any different here.
I don't think everybody is as selfish as you think. Part of the MH experience is helping others achieve their goals.
Don't see how it would be any different here.
As someone who doesn't have any desire or interest in Monster Hunter, THIS game looks amazing! This is exactly the type of game that Vita needs. Damn it looks good.