Presentación de las dungeons generadas proceduralmente.
PS Experience: Nuevo vídeo de Bloodborne
El feel del juego es muy rápido, los sidesteps son maravillosos y el tema de la dungeon procedural le puede dar mucha vida, Marzo de 2015 va a ser grorious.
#2 Pues ya verás cuando lo tengas en las manos y veas la cantidad de movesets diferentes que tiene cada arma <3
Es un feel totalmente diferente a un Souls, y los sidesteps son algo más jodidos de controlar.
Stuff del panel de Bloodborne en psx
• Over 10 maps in the world.
• Each map is unique with it's own "situation."
• The Chalice dungeon is a multi-layered map located in the city's lower levels
• Procedurally generated, but massive, spanning the entire underground area of the city.
• Each area in the underground has a holy chalice; finding that allows you to break the seal and access another section.
• By multi-layer, that means there are three layers to present different surprises and traps to widen the game's strategy
• After generating your dungeon through the Holy Chalice ritual, it stays fixed. That allows players the opportunity to master each dungeon while still providing "fresh and interesting" experiences.
• Assume the difficulty level of the dungeons is high. They won't be easy to breeze through.
• Like Demon's Souls, the focus on is on the sense of accomplishment and achievement after clearing a dungeon.
• Increase the scale of sharing. Players will be able to share generated dungoens and the methods they used to complete them. You can narrow those down to specific communities or just a close group of friends.
• The Chalice Dungeon isn't tied into the main story; it's optional.
And points from the Q&A:
• Character customization will be about on level with Dark Souls II, but there will also be some unique features. As an action-RPG, it'll have everything "to be expected from an RPG."
• The team is working to keep the game running at the highest frame rate they can, and the final specifications will depend on what works best for the experience.
• There is PvP in the game.
• There might be something along the lines of the fight in Dark Souls II where you took on the role of a boss and fought against another player.
• The concept of dying and Hollowing from Demon's/Dark Souls will exist in some form in Bloodborne as well.
• The dungeon you saw during the keynote was made for the presentation; the actual dungeons will be much larger and more complex.
• The boss characters are also part of the randomly generated element.
El juego es una gozada pero para estar en modo cooperativo me a parecido que los enemigos no aguantan 3 ostias,deberían de subirlos un poco mas.
Vamos a pasar muchas horas ahí abajo. Y encima cada zona tiene sus propias Chalice, sooo good
The boss characters are also part of the randomly generated element > Daaaamn eso es genial.
Sinceramente no sé por qué alabáis que todo sea procedural, cuando a muchos otros se le ha metido bastante caña por este motivo. Y lo cierto es que sigue sin convencerme, donde esté el curro de hacer cada mazmorra una a una...
EDIT: Vale, me callo.
#12 Sinceramente no sé por qué no lees.
Es unicamente una mazmorra, y es algo que se alaba porque algo así se echaba de menos en un juego como éste, que despues de pasartelo cinco veces acaba siendo un paseo porque ya sabes donde está todo.
#15 Un Valley of Defilment aún, pero una puta Torre de Latria procedural...
UNA-TORRE-DE-LATRIA-PROCEDURAL