Nedostatak stita mi ne smeta, ionako sam vecinu vremena drzao oruzije sa dve ruke . Mene jedino brine velicina tog grada u kom ce biti radnja, da ne prodje kao Dragon Age 2. Onda bih se zaista razocarao.
Mislim da se neÄe odvijati samo u tom gradu, veÄ i u njegovoj okolini, ali da Äe taj grad biti jako bitan, neÅ”to poput Anor Londa
To su govorili i za Dragon Age 2ā¦ Nadam se da su moji strahovi neosnovani jer igra zaista obecava ali ne mogu da se otresem tog osecaja. Ipak mi je fail DA2 duboko urezan u secanje
Nemam pojma, jer nijedan nisam odigrao, niti Äu Ali, kako se usuÄujeÅ” da sumnjaÅ” u Big M? To je bogohulje Ako je suditi po onim leakovanim webm, onda Äe makar biti i van grada, ali Äemo ubrzo znati viÅ”e definitivno, mada opet, ne bi baÅ” rekao da Äe nas ograniÄiti samo na grad, mislim da je grad centar zbivanja, a da se sve odvija dalje od njega, nakon Å”to zavrÅ”imo u njemu Å”ta ima
ŠŠ¾ŃŠ»Š°ŃŠ¾ Ńā Š¼Š¾ŃŠµ ŠŠµŠŗŃŃŃ ŠŠµŃāŃŠµ
Pojavio se stari trejler, onaj Äiji su delovi leakovani, dok je igra bila Project Beast. Standardan Souls trejler, ali opet, dosta toga prikazuje, mogli su i njega da prikažu, ali ne bi ostavilo isti utisak kao ovaj prikazani, jer se ljudi sada pale na CG trejlere na E3.
Tried to compile some of the info we have. I may have missed some tidbits, but here we go.
- Early 2015 release
- Action RPG
- PS4 Exclusive. (Sony IP)
- No easier difficulty. Targeting the same level of difficulty as Demonās Souls.
- Game length will be around the same as Souls games.
- Visually one of the most impressive current gen games.
- Targeting 1080p 30fps. Game is still early so currently has framerate issues, devs have acknowledged this and said will be ironed out.
- Bloodborne was started by the team who developed Demonās Souls and the first Dark Souls after they finished work on the Artorias of the Abyss DLC.
- Bloodborne does not star a static protagonist, can customize character and stats like previous souls games.
- From Software says itās going to be more in line with the death penalties and progression system found in Demonās Souls, which from what we gather means that weāll be collecting souls (Blood?) and returning to a safe zone once again.
- The world and story is completely new, and the setting takes full advantage of the PS4ās capabilities
- City is called Yharnam, itās massive, looks like London back in the 19th century
- game will take place during various times of day and weather.
- āIf you remember the Tower of Latria level in Demonās Souls, thatās the kind of atmosphere we want to create with Bloodborne.ā (https://www.youtube.com/watch?v=NmWmABpzT0U )
- City is very densely layered. āMore complex than Thiefā
- When asked, From Software says itās not pursuing the same open structure of Dark Souls II
- The zones of the game are connected between them, as in Dark Souls 1 (conflicts with the above point?)
- Q: Will zones only be filled with enemies? A: You will feel alone.
- But the game has NPCās, can choose to save or ignore some that are in trouble.
- Ragdolls are in
- Cloth physics
- Fog gates are in
- Bosses will not always be behind soul-gates this time. Instead, sometimes theyāll just ambush you and the soul-walls will just appear afterwards
- Monsters bleed where you slice them.
- Some areas are really dark, youāll need a torch to navigate.
- There will be no map display in the game
- No shields, focus on faster action.
- Rolling, backstepping, locking on, parry and kicking are all in.
- There are less weapons overall, but he thinks the depth of each of those actually available make up for that difference.
- Still tons of weapons and armor to collect
- Weapons are divided by right and left hand so you cannot dual wield certain weapons.
- Bladed weapon in right hand is referred to as a āSawcleaverā
- Firearms are more useful defensively, to stun enemies, giving you time to back up or create counter-attack opportunities.
- If you hit an enemyās torch they get set on fire.
- You cannot play this the same way as Demonās Soulsā. Have to be more aggressive.
- He wants combat to not just focus on action but also the strategic element.
- The combat in the game is designed to feel like a life or death struggle.
- Enemies are not static spawns, but walk around and can come from anywhere (behind crates etc).
- The keywords for the game is ābloodā and ābeastā.
- Blood a key focus and is also used to regain your HP and gain various other benefits.
- They said the Virus(bloodborned) has progressions.
- You get blood sucking it from corpses or items.
- Sucking too much blood will turn you into a beast which I suppose is this gameās Soul/Hollow form. The game will apparently become a lot harder to play/control when in beast mode. To become a human again you need human blood and is where the online component comes into play. [translated from Famitsu, not sure if entirely accurate]
- There will be online elements of some sort, and it will involve players ādiscoveringā together. As to how exactly the process of fighting alongside other players will work, Miyazakiās coy. āThe key concept, or phrase, that we have right now is itās an open explorative community,ā is all heāll give away.
To je taj trejler, ali neka ostane, za sluÄaj da skinu neki, da ima viÅ”e izvora
Bloodborne is due to release on PlayStation 4 during the fourth quarter, Sonyās official E3 brochure has revealed, suggesting itāll land in stores some time between January-March 2015.
From Softwareās new action IP was formally revealed during Sonyās E3 Press Conference last week following several leaks which saw early screenshots and video footage appear online.
The game is said to be similar to From Softwareās hit Souls series, although Steve reckons it also takes cues from fan favourite horror Resident Evil 4.
Source: E3 Brochure SCEE 2014
[SIZE=1]http://www.videogamer.com/ps4/bloodborne/news/bloodborne_due_on_ps4_between_january-march_2015.html[I][/I][/SIZE]
Jos jedan naslov za prvi kvartal 2015. Kako li oni planiraju da posten narod kupi sve
Zar je moguce da nema stita, ili ja nisam dobro videoā¦
Za sad se nije nigde video, mada, moguÄe je da Äe biti neki. Ali ako je onako kako Miyazaki kaže, da Äe gameplay biti agresivniji i viÅ”e okrenut ofanzivi, onda ti ne bi mnogo pomogao Å”tit. Koliko sam video, možeÅ” da se odbraniÅ” sa oružjem i puÅ”kom, mada, to verovatno neÄe biti efektivno kao Å”to bi bio Å”tit. ZnaÄi, Roll i Backstep Äe biti glavni vid odbrane
NECE biti nikakvog stita bas niti jednog to je potvrdeno ima i onom mom videu gore.Naime shotgun koji se nalazi u lijevoj ruci ce vam sluziti kao vrsta obrane,jer kada pogodite neprijatelja on ostane osamucen kratko vrijeme.Naravno spomenuto je da se shotgun pretvara i u samostrel tako da ce ovo biti festa raznih oruzja i krvi
Mislim da su sebi samo zagorcali zivot, jer kontrole nisu jaca strana ovog serijala, no videcemo sta ce bitiā¦
O Äemu ti to? Kontrole su jedna od najjaÄih strana serijala.
Koliko sam shvatio, imaŔ Shotgun i Crossbow, ali su to posebne vrste oružja, koje nemaju viŔe formi, ali melee oružje ima viŔe formi
Pa nisam siguran dali se pretvara u samostrel no rekli su kako se shotgun pretvara u drugo oruzje,a i to da je i crossbow jedno od oruzja koja cemo koristiti u ovoj igri
Intervju 4gamer.net sa Miyazaki-jem koji je preveo jedan Älan GAF-a:
**It Was Never Demonās Souls 2
[B]4Gamer:
Thanks for your time today. Iād like to start by asking how Bloodborne became a completely new title instead of being simply Demonās Souls 2? Since itās another collaboration between SCE and From Software, and you are the director again, it just seems natural that the project would be a sequel to Demonās Souls.
[B]Miyazaki:
This project actually started out with the proposal to make something new on new hardware.
[B]4Gamer:
It was SCE that came to you with that proposal?
[B]Miyazaki:
Yes. I think it was around the time that development for Artorias of the Abyss Edition of Dark Souls settled down, and it was still before the initial PS4 announcement, but the idea of working on new hardware was very appealing to us, so we eagerly agreed.
[B]4Gamer:
So the whole thing never even started as Demonās Souls 2. That definitely sounds like SCE, even if itās a little crazy.
[B]Miyazaki:
Yes. Those of us actually working on the game never even considered making it Demonās Souls 2. Even looking at it objectively, it does seem like a very SCE-like decision.
[B]4Gamer:
How about yourself? Were you interested only in creating something new?
[B]Miyazaki:
Thatās a difficult question and I canāt really say for certain. Working on an all new game is definitely appealing, but on the other handāand I felt this way while working on Artorias of the Abyss Editionābut there is a unique kind of fun when youāre working on a sequel. You can make lots of straightforward additions to what youāve already built, and there are a lot of things you can take for granted, allowing you to really expand on the scope of the game.
Partially because development on Artorias of the Abyss Edition and Dark Souls II was going on simultaneously, I was kind of removed from the development of Dark Souls II and then I began work on Bloodborne. As it turns out, Iām having a ton of fun working on it, too.
[B]4Gamer:
One thing thatās always seemed strange to me is that you removed yourself from the development of Dark Souls II. How did that happen? I assume that since Dark Souls was so successful, a decision was made to develop a sequel. Not only that, but the sequel would be a big title that could ultimately decide the fate of the company and yet you decided to put someone else in charge of the project. That seems like a pretty crazy business decision for the company to make.
[B]Miyazaki:
I understand what youāre saying.
Iām not in a position to say what kind of decision the company made at the time, but my personal thought on that matter was that the Dark Souls II project could be a huge chance for even someone other than myself.
I had already received plenty of chances, and if someone else in the company could take that same chance and make good on it, then From Software could grow as an organization. Also, speaking as a developerāand Iāve already said this in previous interviewsābut I also wanted to see what kind of possibilities awaited when the base concept of Dark Souls was unshackled from myself.
[B]The Three Concepts of Bloodborne
[B]4Gamer:
Iād like to talk in a bit more detail about what kind of game Bloodborne is.
[B]Miyazaki:
The format of the game is very close to Demonās Souls. Itās in the action RPG genre and it features a behind-the-back camera. From there, howeverāthe setting, story, various gameplay elements, etceteraāwill go in their own direction for this game.
[B]4Gamerļ¼
So the concept of being a challenging action RPG for gamers remains unchanged?
[B]Miyazaki:
Definitely. That concept wonāt change.
From the very beginning of this project, the whole premise was to make a serious game for people who like games. On top of that premise, we have a multiple themes throughout the various layers of the game, but three big ones would be āexploring the unknown,ā āthe feeling of fighting for oneās life,ā and ānew online elements.ā
[B]4Gamer:
Those are some intriguing keywords. Would you mind explaining each of them?
[B]Miyazaki:
First, in regards to āexploring the unknown,ā we wanted to make it fun to explore the environments, but weāre not limiting it to just that. Weāre using the phrase to apply to a broader range of concepts. For example, it applies to both the setting and story, too. We want to create a mysterious space for the players to explore.
[B]4Gamer:
Speaking of which, the setting of this game isnāt all āswords and sorcery,ā and appears to be a bit more modern.
[B]Miyazaki:
Thatās correct. The concept for the general feeling of the era is very much based on the Victorian era. However, the first thing most people think of when they hear āVictorian era,ā is probably London. The setting for this game is not based off London, but more on the remote towns that may have existed in the era. Towns that would feel really old and gloomy. The setting we created takes these old gothic towns and layers more Victorian era elements, such as street lamps, on top of them.
[B]4Gamer:
Watching the video, the gothic horror atmosphere definitely came across.
[B]Miyazaki:
Yeah. To start off I wanted to convey a similar atmosphere to Bram Stokerās Dracula. We have this old city in an outlying region, and it was a town long known for its medical community, but now thereās a disease spreading called the āplague of the beastāāthat kind of setting.
[B]4Gamer:
What made you want to go with that kind of setting?
[B]Miyazaki:
I have a few reasons, but first and foremost, the setting really matched the new gameplay I had in mind.
[B]4Gamer:
What kind of new gameplay?
[B]Miyazaki:
That ties in to the second theme I mentionedāāthe feeling of fighting for oneās life.ā In Demonās Souls, the battle system was really defined by swords and shields, particularly shields, and it ended up feeling a bit passive.
[B]4Gamer:
Yes, I remember hearing that you wanted to recreate the feeling of sword fighting that was in the movie Excaliburāthat sense of deflecting the opponentās attack with your shield, and using that opening to counter attack.
[B]Miyazaki:
Thatās right. With Demonās Souls, we had that more passive feeling in mind when creating the battle system, but with this game, we want to make it more activeāmake it more of something where youāre fighting your way out of a dangerous situation.
[B]4Gamer:
Taking the angle of active vs. passive definitely seems interesting.
[B]Miyazaki:
When I thought about how we could express this idea of more active battles in the game, I thought that guns could be effective. However, I didnāt want to turn the game into a shooter. I wanted the guns to show their true usefulness in close quarters combat. Thatās why an era in which guns existed, but they are still more like old-timey guns really worked for this game.
At the same time, the elaborate designs of the Gothic and Victorian eras, and the images and atmosphere that can be created by layering those designs on top of each other, are things that we can now make a reality with the power of the PS4, and that kind of direction is something we really wanted to pursue. So itās from both a gameplay and visual standpoint that brought us to this setting.
[B]4Gamer:
So, with this more active direction youāre taking with the gameplay, does that mean we can expect to quickly dispatch tons of enemies as we make our way through the game?
[B]Miyazaki:
No, thatās not what I meant.
One of the other themes is āthe feeling of fighting for oneās life,ā so I definitely think the feeling of the gameplay and the challenge that people have come to expect from us will remain intact.
[B]4Gamer:
I see. That puts some of my fears to rest.
[B]Miyazaki:
Going back to the theme of āexploring the unknown,ā we want to apply that concept to the various gameplay elements, too. The tactical aspect of having more active battles is part of that, but we also want to include a variety of unknown elements in the other facets of gameplay, such as character builds and the routes and strategies that players take through the game. We want players to enjoy groping their way through the game and exploring.
One example I can use to explain what I mean would be the weapon contraptions that, in addition to the gun, kind of defines the weapons of Bloodborne. In the E3 version of the CG movie, we showed the saw machete weapon. This weapon has a very unique shape and it can also transform. Its abilities also change depending on which transformation it is in.
How you use these different transformations becomes part of the gameplay, and there are even unique attacks with their own traits that can be performed only while the weapon is mid-transformation. I think players will find a lot of room for exploration when it comes to mastering the different weapons
[B]4Gamer:
Interesting. I canāt wait to see more.
[B]New Experiences Brought by Fighting for Your Life
[B]4Gamer:
Could you talk a little more about the second concept, āthe feeling of fighting for oneās life?ā
[B]Miyazaki:
That concept is applied both to the presentation of the game and the gameās systems.
On the presentation side, we want players to fear the enemies and feel like they are fighting for their lives, so we are putting a lot of effort into the expressions and interactions in the game to accomplish this. A very straightforward example would be blood splatters.
However, the goal isnāt to simply be grotesque or to make people feel revolted. We want the players to feel scared of the enemies and for the combat to feel deadly. That way, when they emerge victorious, thereās a very strong sense of joy, or relief. We want players to feel like, āThat was crazy! I canāt believe I wonā¦ā
[B]4Gamer:
Interesting.
[B]Miyazaki:
With Demonās Souls and Dark Souls, we always wanted players to feel a sense of accomplishment. Thatās the only reason we went with a higher difficulty.
[B]4Gamer:
That makes sense.
[B]Miyazaki:
And in this game, too, we want players to feel that sense of accomplishment. In order to make that feeling even stronger than before, we needed another pillar other than just a high difficulty.
To allow for players to feel that sense of accomplishment, the difficulty must be set at a level that players can overcome. Difficulty isnāt something that you can just endlessly raise.
[B]4Gamer:
No matter the game or genre, getting that balance right is always a difficult problem.
[B]Miyazaki:
Indeed. So, our way of thinking is that we have the high difficulty on one side, but on the other side we have this feeling of fighting for your life to help bring about that sense of accomplishment. You encounter an enemy and know itās going to be a tough battle. You start fighting and your hands get sweaty, and you feel like you barely scraped through by the end of the encounter. We knew we wanted elements to make players feel that way other than just numerical difficulty settings.
[B]4Gamer:
That makes a lot of sense. What are some of the actual systems in the game that you used to express that feeling?
[B]Miyazaki:
The more active battles I just explained are one part of that. Weāre also thinking of certain elements that entice players into engaging in these deadly battles. Unfortunately, I canāt talk in detail about this right now.
[B]4Gamer:
This applies to Demonās Souls as well, but Iām always impressed with how you can take certain themes and concepts and really express them within the game by implementing them into the game systems. Iām really excited to see how this āfeeling of fighting for oneās lifeā concept is expressed in the final game.
Miyazaki:
Yeah. We hope to effectively convey that feeling both from the presentation side of things and the game systems.**[/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B]
**Approaching Network Systems from a Social Science Perspective
[B]Miyazaki:
The third concept I mentioned, ānew online elements,ā is something I canāt talk in detail about right now. The key phrase would be āfree sharing of exploration,ā but I canāt say any more about it, so please wait for future announcements.
[B]4Gamer:
New online elements, you say?
[B]Miyazaki:
Yes. Just like with Demonās Souls, we want to do something cool with the network features.
[B]4Gamer:
I wondered this when I first interviewed you about Demonās Souls, but do you come up with these new network features all by yourself?
[B]Miyazaki:
Yeah. I mean, I like to bounce ideas off trusted members of the team, and I get a low of new ideas by doing that, but when youāre first thinking of network features, it can be very conceptual and abstract, so I spend a lot of time, comparatively, thinking of them by myself. This may apply to all aspects of my games, but especially with the network features, it can be very hard to get other people to understand my ideas (laughs).
[B]4Gamer:
Interestingā¦ So, do you have a pretty deep knowledge of how network services are designed?
[B]Miyazaki:
No, not really.
[B]4Gamer:
But you always come up with features that really use the network features in a good way. In Demonās Souls, you had the bloodstain system that showed how other players died, and the more seamless cooperative and PvP gameplay. Those types of systems have become more commonplace now, but when Demonās souls came out, and especially when you were still in the planning stages, I donāt think most people would have been able to come up with those ideas.
[B]Miyazaki:
Youāre definitely right that it was hard for people to understand at the time. I have a lot of bitter memories from that time.
[B]4Gamer:
The online multiplayer systems and features of the day tended to come from a much simpler way of thoughtālike, āthis would be much more fun if we could play together!āābut thatās where a lot of those ideas seemed to stop. A lot of games didnāt seem to fully take into account the merits and demerits of those systems.
But you, on the other hand, even a long time ago would say that āplaying together is fun, but playing together at the same time can be a pain.ā I remember you saying, āThere has to be more possibilities with asynchronous mutliplayer gameplay.ā Those words left a strong impression on me.
[B]Miyazaki:
Yeah, I remember saying that.
Iām the same way now, but at the timeāand this may sound a bit pretentiousāI was thinking about network systems in video games from more of a social sciences standpoint.
[B]4Gamer:
Social sciences?
[B]Miyazaki:
Yes. When I was in university and later graduate school, I was interested in studying social sciences on the side. At the time, the Internet had really just entered the world. Looking back, it was a very interesting eraāa time that really made me think about a lot of things. Of course, I was always playing video games and wasnāt a very serious student, so I donāt mean to say Iām some kind of expert, but I think I was influenced in a way.
[B]4Gamer:
Interesting. So that formed the backbone for your later work.
[B]Miyazaki:
Nothing so grandiose as that. I just had academic leanings in that direction. I think a lot of people from my generation will know what Iām talking about.
[B]4Gamer:
Hmmmā¦
[B]Miyazaki:
I find network systems to be very interesting, both in general and when applied to games. Whether itās an experience in a game or some kind of value, it can be expanded across a multitude of layers. This may sound a bit dramatic, but I feel that Iām very lucky to be able to create games in an era like this.
[B]4Gamer:
Well, I donāt know what kind of network systems weāll find in Bloodborne, but in terms of it being a new challenge for you, you certainly have me excited.
[B]Creating Something Special
[B]4Gamer:
Another question I had was if the teams working on Bloodborne and Dark Souls II are completely different or not.
[B]Miyazaki:
They are totally separate teams.
At From Software, we have the development resources to work on two so-called āhigh-endā games simultaneously. Bloodborne is one of those titles, and weāve been working on it in parallel with Dark Souls II.
[B]4Gamer:
In terms of games being developed domestically in Japan, I feel that Bloodborne is definitely one of the bigger projects. At the same time, people are always talking about how Japan has a tough time competing head-on with the so-called triple-A game studios overseas, and that Japanese developers have to approach things from a slightly different angle. Are you conscious of that at all when developing games?
[B]Miyazaki:
Thatās a tricky topic.
Speaking strictly about Bloodborne, the project has become quite large, but at the same time, I think that our particular style is still very much intact.
Itās not so much a conscious decision that we keep our unique style intact, but more that it just happens naturally. Either way, the result is that we probably do end up approaching things somewhat differently.
[B]4Gamer:
When you say it naturally ends up that way, is that because the development team structure ultimately has you making the decisions?
[B]Miyazaki:
Thatās not necessarily always the reason, but it may be one.
When it comes to game design, our style is to not have a ālead designer,ā but instead have the director work directly with the individual designers.
That, of course, has both a good and bad side. The good side is that you donāt lose sight of what you set out to make, and itās easier to make your unique style shine through, but on the other hand, there are physical limitations. For as much as the structure allows you to you really stay on target, itās also easy to become immobilized.
[B]4Gamer:
It also heavily depends on who is the director.
[B]Miyazaki:
Thatās right. In the end, you have to find the right team structure for the people creating the game. For example, we adopted different styles for Bloodborne and Dark Souls II.
However, regardless of all that, for us at From Software, the base premise is always to make a good gameāwe all want to make something special. Weāre always conscious of that.
You can call that our unique style, or being āFrom-like,ā but whatever it is, it comes down to being something special. I donāt intend to define what āsomething specialā means, but I think itās something that has value, and I want From Software to continue being a company that has it.
[B]Staying Involved in Game Development
[B]4Gamer:
Thereās another thing thatās been on my mind that Iād like to ask you about. Recently, it was announced that you would be taking on the position of president at From Software.
[B]Miyazaki:
Yes, thatās correctā¦
[B]4Gamer:
So I think thereās a bit of concern, or should I say āworry,ā among fans about just how much you can be involved in the day-to-day development while also serving as the president of the company. You are definitely the director on Bloodborne, right? Not a producer or anything?
[B]Miyazaki:
Yes. On Bloodborne, I am 100% the director.
[B]4Gamer:
Oh, that sure is a relief! But are you able to keep up your presidential duties at the same time?
[B]Miyazaki:
Yeah, Iām getting by. I learned a lot from developing Dark Souls, so I have another person at the director level supporting me on this project, and Iām finding a way to make things work.
Since this interview is about Bloodborne, Iād rather not talk too much about my role as president of From Software, but simply put, one of my conditions for taking on the role of president was that I would be able to remain involved in the day-to-day game development.
[B]4Gamer:
Conditions?
[B]Miyazaki:
Yes. It might not have been the best idea to set conditions when they were offering me the position of president, but my personal goal has always been to create games.
[B]4Gamer:
I think I understand how you feel.
[B]Miyazaki:
The previous president, Jin, was really understanding in this regard. Anyway, I am definitely the director of Bloodborne, and my becoming president will not lessen my involvement in any way.
[B]4Gamer:
This is a bit of a tangent, but your first project to work as a director was Armored Core 4, right?
[B]Miyazaki:
Thatās right. I started as the lead planner on the project, but became the director mid-way through the prototype phase. As the lead planner, I was in charge of the setting, story, design, and the game systems. One of the more distinctive features I worked on was the Quick Boost mechanic.
[B]4Gamer:
Oh, really? I remember feeling that Armored Core 4 and the sequel Armored Core for Answer felt even more video gamey than previous Armored Core titles, so I guess that was due to your involvement.
[B]Miyazaki:
But with Armored Core for Answer, we were working on that in parallel with Demonās Souls, so there were quite a few challenges. When Demonās Souls was in the initial planning stages, and right around the time it was entering the prototype phase, I came on as the director, and at the time, it was a completely different and very difficult project compared to what it ended up becoming.
[B]4Gamer:
Is that so?
[B]Miyazaki:
Yes. One thing I remember was that the camera perspective was completely different.
At the time, the plan was to make it first-person, or more specifically, a game in which you switched between first and third-person perspectives.
[B]4Gamer:
Wow, really?
[B]Miyazaki:
Yeah. At the time, The Elder Scrolls IV: Oblivion was a really big deal, and I think SCE wanted a game similar to that.
From my perspective, though, I didnāt think we could compete by taking the same approach as Oblivion, so I wanted to focus more on gameplay elements like battles and exploration, and had to do a lot to convince everyone that a third-person camera was the way to go.
[B]4Gamer:
What did you say to convince them?
[B]Miyazaki:
I started by explaining the direction of the game. I just mentioned the focus on battles and exploration, and in order to facilitate those, I knew that a locked third-person camera was the best way to go, so I explained my logic.
Whether you take the environment layout, the object and enemy placement, or the back-and-forth action in battle, I knew we couldnāt do our best work unless the camera perspective was set. Even talking about the multiplayer elements and other facets of gameplay, I believed a third-person perspective was best. I said a lot of stuff like that, and whatever came to mind to convince them (laughs).
[B]Making It Exciting
[B]4Gamer:
I think weāre running out of time, but is there anything youād like to say to our readers and your fans?
[B]Miyazaki:
Sure. To kind of summarize what weāve talked about, Iād like to say that Bloodborne is a game thatās been full of challenges for usāitās an all-new game that weāre developing on new hardware.
However, the underlying philosophy of the game is the same as the projects weāve worked on up until nowāwe want to make games with satisfying gameplay that are fun for people who like games, for example.
[B]4Gamer:
Being able to talk to you today, and seeing the game in motion has really put some of my fears to rest.
[B]Miyazaki:
I can only hope that fans will also rest at ease, but at the same time get excited for all of the new stuff we have in the game.
[B]4Gamer:
I feel like there arenāt a lot of games these days that people can get excited about just from reading about them, but I think people might be quite excited for this game!
[B]Miyazaki:
If thatās true, I couldnāt be happier. As a gamer myself, I love getting excited for games.
[B]4Gamer:
Just to be completely sure, allow me to ask one final time, but your becoming president of From Software wonāt have any negative effect on Bloodborne, right?
[B]Miyazaki:
Definitely not. Even when Jin was in charge, From Software was never a company where the president couldnāt be involved in game development.
[B]4Gamer:
So I guess the roles of president and game director arenāt entirely conflicting then. Perhaps thatās especially true at From Software.
[B]Miyazaki:
Thatās right. Of course, there are duties I need to take care of as president, but everything comes back to making a good product and a good game. If thatās the case, then of course itās also a good thing for me as a game creator.
[B]4Gamer:
Is that the case?
[B]Miyazaki:
It sure hope so (laughs)!
Anyway, although the release is still a ways out, I hope everyone will look forward to Bloodborne. Thanks for your time today.
4Gamer:
Thank you!**[/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B][/B]
[SIZE=3]Today the latest issue of Weekly Famitsu was released in Japan, and it included a nice and detailed introduction on the backstory and setting of the upcoming PS4 exclusive _Bloodborne, _which is being developed in collaboration between From Software and Sony Japan Studio under the direction of Demonās Soulsā creator Hidetaka Miyazaki.While some of it was included in the blurb released yesterday, there are a lot of new elements to ponder.[/SIZE][INDENT][SIZE=3]The game is set in the 19th century under the reign of Victoria. The āAncient City of Yharnamā is positioned on the border of a huge valley.
Although the townspeople have grown to be prejudiced due the natives beliefs of the gloomy town, there are an ancient and unique ways of medical learning in the city.
Everyone knows of the dreadful endemic disease known as āThe Beasts Diseaseā and also of a certain cursed area.
Every night in Yharnam an event known as the āBeast Huntā happens, where the townās streets are full of the smell of Beasts, blood and most of all death.
The mob of āHuntersā who wander the city begin to look and act strangely all of a sudden and go into an uncontrolled frenzy. The frenzied men then grip onto their weapons whilst the light of the Torches can be seen in their murky melted pupils.
āHuntersā hold a Torch in one hand and a weapon in the other. The beasts are great in strength and fast on foot. It is best to watch the beasts movements and think of the best strategy of how to take them on.
There are those that burn the bodies of huge beasts. A cruel feast unfolds under the beautiful moon, but what do these people have in common with the beasts? That answer is unknown at this very time.
Many bizarre secrets are hidden within the dark depths of the Ancient City of Yharnam. The āHuntersā who hunt the beasts all have very unique and special weapons to chase down the beasts.
There are people who hunt down the beasts for a living, and they are called āHunters.ā Their equipment includes a unique weapon that has the shape of a Saw mixed with a hatchet as well as a Shotgun to take down the Beasts.
Armor is obsolete and so Hunters use a different battle technique to fight their battles. The shotgun is used for far away encounters whilst their unique weapon is used for up close battles. This is how the Hunters fight. When the time comes to overcome dangerous situation, they must persevere to stay alive in many life and death struggles.
A despair filled battle of life and death begins against grotesque enemies.
Terrifying-looking enemies will suddenly attack the Hunters. Giant enemies as far as the eyes can see with extremely sharp claws.
Giant enemies will be speedier than you ever thought they would be, and you will need to be alert in order to take them on.
From here on out, bet your life as your ghastly battle for your life will beginā¦
[/SIZE][/INDENT]
[SIZE=3]The article also mentions that the number of online players is still to be determined.One element is particularly interesting, and thatās the mention of the possibility of the mob burning the beasts might have something in common with them. One thing is for sure: Bloodborne[/SIZE][SIZE=3][FONT=arial]ās backstory and settings do indeed seem to hide many secrets, and weāll probably learn about some of them in the next few months, while others weāll probably have to be uncovered by playing the game.[/SIZE]
JoÅ” novog infoa, ovog puta od Famitsua