Vai al contenuto

Oninaki [switch][Topic Ufficiale]

- - - - -

  • Non puoi aprire una nuova discussione
  • Effettua l'accesso per rispondere
Questa discussione ha avuto 51 risposte

#1
dom87

dom87
  • Eye Terminator

  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 7602

Slay Monsters, Save Souls, and Wield Their Power.

This is the story of one Watcher.

Players assume the role of a Watcher named Kagachi, doing battle by manifesting the souls of Daemons, which act as the classes found in traditional roleplaying games. Each Daemon has its own unique weapons and skills, and players can shift between them in real time to gain the upper hand in battle.

Moving between the Living World and the realm of the dead known as the Beyond, Kagachi must save the souls of the Lost, as the story of life and reincarnation in this wondrous kingdom unfolds.

Features:

Action roleplaying battle system with real-time shifting between Daemons (classes)
A tale of life and reincarnation spanning the Living World and the Beyond




latest issue of Famitsu has an update on Oninaki, the new RPG from Square Enix and Tokyo RPG Factory announced in last weeks Nintendo Direct. Specifically, we have news about some of the staff working on the project.

Hirotaka Inaba is in charge of the scenario. Its a familiar role for him, as Inaba was a writer on I Am Setsuna and Lost Sphear. Tomonori Kogawa also handled the games title logo.

Famitsu further reveals that Takashi Tokita is involved with Oninaki as a creative producer. Tokita has directed and contributed to many Square Enix titles over the years, including Chrono Trigger where he was the games director.

#2
Manu&Oscar

Manu&Oscar
  • Il Nintendaro ha le sue ragioni, che la ragione non conosce

  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 8839

Famitsu further reveals that Takashi Tokita is involved with Oninaki as a creative producer. Tokita has directed and contributed to many Square Enix titles over the years, including Chrono Trigger where he was the games director.

 

Insomma, trattasi di un giochino con il pedigrì. :sisi:



#3
dom87

dom87
  • Eye Terminator

  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 7602
Oninaki, the latest RPG from Tokyo RPG Factory, was revealed in the Nintendo Direct last week. Today,publisher Square Enix released some information on Kagachi, the protagonist of the game:

To a country where reincarnation is a way of life, death must be a source of hope.

A young Watcher who embodies the principles of reincarnation. He has a mysterious, calm and collected persona and thinks his lifes mission is to save the lost souls. As such, he will not hesitate in ending the life of another if it will aid him in completing his mission. Traveling between the land of the Living and the world known as the Beyond, Kagachi is duty bound to guiding the wandering souls to continue the cyclical process of reincarnation. Upon meeting a mysterious young girl, his mission descents into a tangled destiny of blood

#4
El Mariachi

El Mariachi
  • Sei un mito.

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 25393
Mi sembra che almeno stilisticamente abbiano fatto un qualcosa di più particolare rispetto ai precedenti lavori.

#5
TarchiatoTasso

TarchiatoTasso
  • tasso mannaro KOJIMBARO

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 16694
Vero, a occhio pare un progetto ben più ispirato dei precedenti

#6
Loxaerion

Loxaerion
  • Lost in PotD

  • StellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 6387
Mo ricomincia la trafila delle citazioni "Chrono Trigger" o "FF6" come era stato per Octopath, visto che basta leggere certr cose per aspettarsi titoli qualitativamente simili.

#7
dom87

dom87
  • Eye Terminator

  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 7602
After it was unveiled during last weeks Nintendo Direct, Japanese magazine Famitsu caught up with a few of the developers working on Oninaki. This includes director Atsushi Hashimoto, producer Ryutaro Sasaki, and creative producer Tokita Takashi. The three discussed how Tokita (who is the director of Chrono Trigger) became involved and what he has contributed, the games origins and characters, and why its an action RPG.

Weve prepared a full translation of the interview with Hashimoto, Sasaki, and Takashi. Continue on below to read it in full.


Could you tell us why Tokita and Sakaki were included in the team this time around?

Tokita: When Tokyo RPG Factory started and I heard they were making a new series of classical RPGs, I thought: Well, well, sounds like you guys are getting into something interesting. For a long time we worked together on some of the stuff for Chrono Trigger and also consulted on other projects, but I thought this time I would properly meddle in their plans! (laughs)

Sakaki: Unlike Tokita, I was roped in to help out on both Lost Sphear and I am Setsuna. But that was only ever in a supporting role. This time around, though, many more of my ideas were being included and we decided Id work closely with the development team.

Hashimoto: For me personally having more people there to consult is a huge benefit. Plus having Tokita come in really stimulated the whole development team. For our generation Tokita is like a magazine person.

Tokita: Dont compare me to something so outdated! (laughs)

Hashimoto: Being able to make an RPG with a famous game designer you can see on the covers of magazines like Tokita and being able to ask his advice directly is something all of us appreciate.

What sort of advice did you give to the staff, Mr. Tokita?

Tokita: When you compare them to movies and manga, I dont think games have that same feeling of excitement. So we can create that feeling of excitement in the boss battles and elsewhere in the game, we have to include sections that go against what he player expects. Then we have to decide how far we want that feeling of unpredictability to go.

Hashimoto: When we sat down with the scenario writer Inaba (Hirotaka Inaba), the two of us were always saying, Can we make this a little harsher? and there were times he would be surprised and say: Are you sure its OK to push it that far?

Sasaki: He told us that he was worried that the game might get a CERO Z rating (18 and over).

Tokita: Traditional games didnt have the expressive power that they do today, so those more serious episodes just didnt feel all that real. But sometimes the player could bring those images to life with their imagination and those sorts of mental pictures stayed with them. Because nowadays its not like we are trying to express everything through images we can go ahead and keep making more and more of those impactful episodes. For sure what we really want to create is a work that will emotionally affect the player and also stay with them afterwards.

How did you come up with the idea of travelling between the worlds of the dead and the living?

Hashimoto: This is our third game and the idea actually came from us joking about a game where you pass between the worlds of Lost Sphere and I am Setsuna. While we were honing down that idea, those two worlds became the living and the dead.

Sasaki: I think the exchanging worlds system suits those worlds of the living and the dead really well. We decided in the living world everything would be colorful to evoke life, while in the land of the dead, or The Beyond as it is called in the game, there is a blue hue to evoke darkness and cold. The game then developed with that kind of contrasting theme.

The atmosphere of this game is definitely different from the other games, including the title (the original Japanese title translates as: Land of Weeping Demons).

Sasaki: I think the title really captures the heart of the game (laughs) Actually, when we were talking about potential titles, Inaba suddenly shouted, Aah, thats it! So we just kind of went with that one.

Tokita: Once the name was decided on and the concept became clear, it was like the story just came flowing out from there.

Hashimoto: The keyword for this game is Demon, so the title was also kind of decided by that.

Why did you go with Land instead of country?

Sasaki: This game isnt an epic adventure to save the world; we created it to be something with a much more intimate scope, like a rich folk tale.

Hashimoto: Inaba also asked, as we already saved the world in Lost Sphear, if we could have a smaller scale like in the game Vagrant Story.

Sasaki: Just to mention, the logo for this game was designed by Tomonori Kogawa.

Tokita: He was the one who drew the characters for Space Runaway Ideon and Aura Battler Dunbine. He is very skilled at brushwork and I thought he would be perfect for the project, so I asked him.

Sasaki: He was like, Youre asking me to just write some words? But he did them happily.

Tokita: What we asked him for were words, but from a design perspective what he gave us was more like an illustration.

As with the game title, is there any hidden meaning in the protagonists name, Kagachi?

Hashimoto: Kagachi is a flower used during the Japanese festival of reverence to the dead, Obon. It can also sometimes be called Hoozuki. But the word also has the ulterior meaning of snake. According to legends, the snake rules over life and death.

Sasaki: If you write Hoozuki with the original characters, the symbol for demon is also in there.

In the trailers there is also a young girl and a black knight alongside Kagachi. Who are they?

Sasaki: That young girl is a key character in the game. Basically the story focuses on her and Kagachi as the game advances. The knight who attacks Kagachi, on the other hand, is to put it simply his rival. But youll have to wait until next time to hear more about that

Could you tell us about the game being an action RPG genre this time around?

Hashimoto: Originally the game was designed with the idea of the main character being alone. There was even a picture from Dragon Quest 1 in the original proposal! We had that idea of being alone and there also being a class system, etc.

Sasaki: And I said if thats the case, why dont we make it an action RPG?

Hashimoto: Within the team too there were originally calls for the game to be an action RPG, so rather than it just being a case of Sasaki having the final say, it had backing elsewhere. The truth is that while working on both Lost Spear and I am Setsuna, I was making systems that calculate the area effect of skills and the deciding factors in battle so that I would be able one day to make an action RPG.

Tokita: Wow! This guy can do everything (laughs)

Were you intending for it to be the third game?

Hashimoto: No, thats just a coincidence. (laughs) It was just so that when I did take on the challenge of making an action RPG, the systems and skills would already be there so that I wasnt starting from zero.

Sasaki: Within the Tokyo RPG Factory team there are also a lot of people who have experience working at different companies and also working on action RPGs, so the players should have high expectations!

Could you tell us more about the new class system?

Sasaki: There are characters called the Lost in the game who function as the class system. Even during battle you can change classes real-time, changing your weapons and skills with that, in a system that is unique to this game.

What makes the Lost class system different to other similar systems in games up until now?

Hashimoto: I think the fact that the player fights alongside the Lost. In other games when a character uses a skill it is the character themselves that produces it, but in this game the protagonist releases the Lost in order to fight alongside them.

Tokita: If the enemy attacks from both sides you can also fight back to back to clear out the enemies

Hashimoto: Even though youre playing alone, I think having the Lost there gives the feeling of working alongside someone else.

What are the different types of Lost?

Sasaki: I cant say anything about that yet, but there will be plenty of them. You can look forward to seeing them all!

Finally what would you most like players to be excited for in Oninaki?

Hashimoto: Even though its an action RPG, I think its still a very story-driven game. Thats something Tokyo RPG Factory have been really keen on since I am Setsuna, so I think the fans can look forward to that. Its also possible to choose the difficulty, so even those who are not good at action games should be able to enjoy this title. Even if youre not usually a fan of this genre, dont worry!

Sasaki: Just as Hashimoto said, there are going to be a lot of surprises in the story, so look forward to that! I think the way the player can change their skills and weapons in real time to suit the situation is very fluid and well-done. There are also plenty of new systems that we havent mentioned yet, so please look forward to those coming later.

Tokita: We have taken great care to build the emotional impact and mood shifts that are distinctive to this game. Id like players to look forward to feeling that emotional impact while they play. This is where development really starts to get interesting (laughs)

https://nintendoever...ction-rpg-more/

#8
dom87

dom87
  • Eye Terminator

  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 7602



Square Enix has provided further details on the characters in Oninaki, the upcoming all-new action-RPG developed by Tokyo RPG Factory.

Heres an introduction to whos new:


In Oninaki, players will journey as Kagachi, a young Watcher who embodies the tenets of reincarnation, and whose sacred duty is to usher Lost Souls into the next world. Upon meeting Linne, a mysterious young girl with no memory of her past, his fate becomes entwined with blood and death. During his journey, players will also meet Kushi, an exemplary Watcher and trusted leader, Mayura, a Watcher with a kind heart, and the malicious Night Devil, a swordsman from a forgotten time who is hunting Linne.

#9
Panzer l impiegatodelmese

Panzer l impiegatodelmese
  • Eye Bastard

  • StellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 6186
Interessante 🤔

#10
Matte44

Matte44
  • La classe non è acqua

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 20185

Mo ricomincia la trafila delle citazioni "Chrono Trigger" o "FF6" come era stato per Octopath, visto che basta leggere certr cose per aspettarsi titoli qualitativamente simili.

Ovviamente non lo saranno mai, ma un minimo di fiducia per le persone scelte gliela si dà



#11
dom87

dom87
  • Eye Terminator

  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Everyeye.it Pro
  • Messaggi: : 7602
Oninaki introduces Daemons system, game launches August 22 in Japan

 

 

https://youtu.be/NMQBFOf_f1Y?t=15


Square Enix has introduced a variety of Daemons that will assist the player in battle in Oninaki, the upcoming action-RPG developed from Tokyo RPG Factory.

Heres a rundown of the Daemons system:


And a trailer:

As players journey as Kagachi, a young Watcher who ushers Lost Souls into the next world, they will bond with and harness the power of Daemons, a special type of Lost Soul who could not be reincarnated. These powerful souls will assist the player in battle, with each Daemon representing a different weapon type. Players will be able to manage their Daemons skills and switch between them in real-time to deal devastating blows to their enemies with unique attacks and power up skills.



Oninaki launches August 22 in Japan. The game is planned for this summer in North America and Europe.


Modificata da ROcK, 22 May 2019 - 07:27 AM.


#12
serphentelm

serphentelm
  • Normal Eye Fan

  • StellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 276

condivido il pensiero generale dei post precedenti: i am setsuna e lost sphear non erano male, ma li ho ritenuti 2 titoli acerbi.

Questo oninaki invece sembra intraprendere una strada differente, e gia dall'impatto visivo mi ha ispirato molto più dei 2 giochi precedenti. Speriamo che anche il gameplay sia valido



#13
raumizio

raumizio
  • HardBlackEye

  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: [Mod]Moderatore
  • Messaggi: : 14606

Ma solo a me l'uso dei colori, le luci e l'effettistica ricordano Breath of the Wild? :asd:

Comunque mi pare un gran bel giochino...chissà se esce anche fisico.

Dopo Dragon's Dogma in digitale, non voglio più niente non fisico.



#14
Loxaerion

Loxaerion
  • Lost in PotD

  • StellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Utente Pro
  • Messaggi: : 6387

Ma solo a me l'uso dei colori, le luci e l'effettistica ricordano Breath of the Wild? :asd:

Ehh... Si?😅 A me più che altro fa pensare alla pochezza grafica/ambientale di diablo, cosi come i suoi colori tetri. Il tutto ovviamente in versione cell shading

#15
jello biafra 2

jello biafra 2
  • Nessuno

  • StellettaStellettaStellettaStellettaStellettaStelletta
  • Gruppo: Bannati
  • Messaggi: : 6662

Peccato a questo studio diano così poco budget, meriterebbero ben altri progetti. Questo Oninake pare inutile come Lost Sphear e quell'altro che nemmeno mi ricordo come si chiama. Roba che al massimo vale 10 euro, su.






Leggono questa discussione 0 utenti

0 utenti, 0 ospiti, 0 utenti anonimi

Logo