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Discussione: Spirit!!

  1. #16
    Blast Processing L'avatar di City Hunter
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    A parte qualche dettaglio davvero povero, sembra davvero bellino
    Certo però potevano sprecarsi a mettere le intro dei personaggi, e le pose finali stile schermata fissa fà cagare come scelta, hai un picchia 3D usa le telecamere dinamiche per le pose eddai.
    FREE Full Reactive Eyes Entertainment | "It's SEGA"

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  2. #17
    The WEI Community L'avatar di Le Douche
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    Comunque hanno confermato che esce a Giugno per PS4 e Xbox One. Le versioni Switch e PC usciranno più tardi.

    I played about an hour or so of the new Samurai Shodown and it felt good—really good. I have stated this in the past, but I am not big on fighting games. I am generally not good at them and tend to only play for fun with friends. That being said, I went into playing Samurai Shodown without really caring much about it. But after some hands-on time with the weapons-based fighter, I am actually kind of hyped?

    Samurai Shodown is being treated as a reboot to the long-running series. Story-wise, it is set in 1787, after the events of Samurai Shodown V in 1786 and before the events of the original Samurai Shodown in 1789. While the Kansei reforms have been enacted by the newly appointed Matsudaira Sadanobu, a mysterious dark force is looming on the horizon, prompting the warriors of Samurai Shodown to gather and set out on individual journeys and fight for their own beliefs. Each character character has a different story.

    The game has a roster of 16 characters, 13 of which are returning from previous games. They are Charlotte, Earthquake, Galford, Genjuro, Hanzo, Haohmaru, Jubei, Kyoshiro, Nakoruru, Shiki, Tam Tam, Ukyo, and Yoshitora. The other three are completely new characters who have yet to be announced. I played as a few characters during my session, including Galford, Haohmaru, Nakoruru, and Jubei. As for stages, the stage selection screen appears to offer 13 total options.

    Playing round after round of Samurai Shodown, I learned that no two characters are alike and that a single strike has a ton of pull, as one hit can deal massive damage and significantly turn the tide of battle. The game is built atop various mechanics, starting with the “Rage Gauge,” which fills up the more you are hit. When the Rage Gauge is filled entirely, your attack power increases, special moves become stronger, and you can use a “Weapon Flipping Technique” to disarm your opponent. You can also deplete the entire gauge to activate a once-per-match “Rage Explosion,” which enables the use of a “Lightning Blade” attack in which the character leaps forward and uses a quick strike that deals heavy damage. Each character also has a “Super Special” attack that, like Rage Explosion, can only be used once per match. Each Super Special plays out a character-specific scene that reflects their personality or style. Nakoruru’s, for example, captures her resolution to protect Mother Nature while also illustrating her displeasure of fighting. The commands to activate these techniques are simple and the same across every character, which means that there is no need to memorize complicated commands for different fighters. Finally, there are also “Sword Clashes,” which occur when two attacks perfectly clash, prompting you to mash the attack buttons to retain your weapon and send the opponent’s weapon flying.

    I picked up on the game’s systems quite fast as I played, and even went toe-to-two with producer Yasuyuki Oda. (Though, I think he went easy on me.) The systems are incredibly easy to grasp, but the real challenge comes in utilizing them correctly while timing your strikes and preventing your opponent from dealing significant damage. It felt like there is quite a lot of strategy involved, and it is something that I found myself wanting to learn and master. Playing as Galford, I got the upper hand on Oda in our first match as he was so used to Galford’s behavior when playing against game designer Joshua Weatherford that he did not expect me to react in certain ways. (Or at least that is what I was told. I still just think he went easy on me!)

    In terms of game modes, Samurai Shodown offers the classic Story Mode, an offline Battle Mode (which in itself includes modes such as Survival), an Online mode to compete against players across the world, a Practice mode (which includes Tutorial and Training modes), a Gallery Mode to view player-unlocked movies, artwork, and background music, and a new Dojo Mode in which you can upload and fight against your own “ghost data” or the download and fight against the ghost data of other players.

    Dojo Mode is an entirely new asynchronous online mode, which according to SNK utilizes “deep learning technology” to have the game’s artificial intelligence learn from your techniques and habits during offline mode gameplay to create a “ghost AI” character that both you and other players can fight against online. An “Ironman Challenge” mode in which players can try to fight 100 ghosts in succession is also being implemented. SNK even has a patent pending for Dojo Mode. Unfortunately, SNK is not saying more about Dojo Mode for the time being, one of the reasons being that the mode is essentially built off player data, which the team does not currently have.

    Visually, Samurai Shodown is an eyeful. From graphics to menus, everything is decorated in a traditional Japanese aesthetic—as is appropriate for its Edo period setting. That setting and visual design make the fighter stand out as something truly unique from the rest of the crowd.

    Samurai Shodown is by no means the most well-known name in fighting games, but with the release of this spectacular-looking reboot and its participation as a main title in the upcoming Evo 2019 tournament, I really hope that it gets more recognition. I really want to pick this one up and learn its ins and outs.
    Citazione Messaggio inviato da City Hunter Visualizza messaggio
    Certo però potevano sprecarsi a mettere le intro dei personaggi,
    Ma ci stanno?

    Citazione Messaggio inviato da City Hunter Visualizza messaggio
    e le pose finali stile schermata fissa fà cagare come scelta, hai un picchia 3D usa le telecamere dinamiche per le pose eddai.
    Quindi come negli altri SamSho.


  3. #18
    Spettro L'avatar di Black Rappeaur
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    Ho pensato al cavallo, giuro .

    Certo che potevano farlo uscire più tardi, in estate sarà ancora oscurato bellamente da MK11.

    Già è sconosciuto perchè non ne esce uno nuovo da 20anni, se in più lo fanno uscire proprio nell'anno di un grosso tripla A fatto col triplo del suo budget, un po' se le cercano.

    Però è simpatico, sempre giocati questi coi samurai.

  4. #19
    Blast Processing L'avatar di City Hunter
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    Citazione Messaggio inviato da Le Douche Visualizza messaggio

    Ma ci stanno?
    Io non le ho viste, magari mi son sfuggite.


    Quindi come negli altri SamSho.

    Nel 2019 uno pretende qualcosina in più, altrimenti tanto vale restare con gli originali.
    FREE Full Reactive Eyes Entertainment | "It's SEGA"

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  5. #20
    The WEI Community L'avatar di Le Douche
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    Citazione Messaggio inviato da City Hunter Visualizza messaggio
    Io non le ho viste, magari mi son sfuggite.
    Nel secondo video.

    Citazione Messaggio inviato da City Hunter Visualizza messaggio
    Nel 2019 uno pretende qualcosina in più, altrimenti tanto vale restare con gli originali.
    Opinabile. Non penso che ci sia per forza bisogno di imitare Street Fighter.

    Sono altri i giochi che dovrebbero "aggiornarsi".


  6. #21
    Spettro L'avatar di stronzolo
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    Citazione Messaggio inviato da Le Douche Visualizza messaggio

    Peccato che ste anteprime le giochino sempre gente che fa fatica a tenere in mano un controller...

  7. #22
    The WEI Community L'avatar di Le Douche
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    La prima delle tre new entry:



    Darli Dagger is a sailor and a shipwright to ever sail the seven seas with a weapon that has a few secrets. She is “one of the few characters that has something special when she is disarmed,” according to game designer Joshua Weatherford.
    E una collection dei Samurai Shodown per NeoGeo prevista per l'autunno a cura dei tizi che hanno fatto la collection di Street Fighter:

    SNK has announced Samurai Shodown NeoGeo Collection for PlayStation 4, Switch, and PC (Steam). It will launch this fall.

    Samurai Shodown NeoGeo Collection will include the following six games with online play ported by Digital Eclipse:

    Samurai Shodown
    Samurai Shodown II
    Samurai Shodown III: Blades of Blood
    Samurai Shodown IV: Amakusa’s Revenge
    Samurai Shodown V
    Samurai Showdown V Special
    Ultima modifica di Le Douche : 31-03-2019 alle ore 12.37.46

  8. #23
    Spettro L'avatar di stronzolo
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  9. #24
    The WEI Community L'avatar di Le Douche
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  10. #25
    Blast Processing L'avatar di City Hunter
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    Sembra sempre più bellino, vedremo se riuscirà a farmi dimenticare la delusione di DOA6.

    In ogni caso si prenderà più in là nella complete edition oppure se non la faranno, quando costerà due lire la versione base, ahimè per i picchiaduro non vale più la pena andare di D1.
    Ultima modifica di City Hunter : 02-05-2019 alle ore 12.47.47
    FREE Full Reactive Eyes Entertainment | "It's SEGA"

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  11. #26
    warrior within L'avatar di EronY
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    Ukyo 😍

  12. #27
    candido ardore L'avatar di kilokilo
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    Ahhaaha simpatica Darli, l'omaggio a Monster Hunter

    Ukyo sempre ineluttabile, adoro il porno design di Shiki, anche se ho sempre usato Galford e recentemente Kazuki, che pero' qui non penso ci sia visto che hanno ridotto la rosa di piggi

    Di contro, tranne la musica del trailer postata dallo Stronzone non me piace nessuna.... non che il brand fosse famoso per questo aspetto, beninteso.

  13. #28
    Liv. 43 L'avatar di Rh_negativo
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  14. #29
    candido ardore L'avatar di kilokilo
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    Sold

  15. #30
    「ヒーロー見参」 L'avatar di Aquan
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    Questa sì che è una Collector's

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