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[PS4/PC/XOne-SerieX] Yakuza: Like a Dragonquando Yakuza 7 incontra Persona XD

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#1
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La serie Yakuza / Ryuu ga Gotoku ha sempre fatto un po' parte del filone rpg, anche se le sue dinamiche di gameplay più casual o semplificate, nonchè la sua estetica realistica, l'hanno sempre fatta più propondere verso un generico action.

Già con Ishin ci fu un avvicinamento più marcato verso il genere rpg, ma era pur sempre uno spinoff.

 

Ma con Yakuza 7 SEGA ha deciso di cambiare tutte le carte in tavola e virare il gameplay verso il puro RPG... turn-based.

A quanto pare, il pesce d'aprile di quest'anno non era un vero e proprio scherzo, ma un vero e proprio indizio su dove il nuovo Yakuza stava adando a parare. Uno scherzo nello scherzo.

 

Ecco come viene descritto il nuovo gamplay (by gematsu):

 

■ Battle

“Live command RPG battles” bring the fight of the “Dragon” to a new stage!

Yakuza 7 uses a “live command RPG battle” system that combines the series’ signature action with an RPG command system. It has evolved into a system in which anyone can easily enjoy exhilarating battles. In this completely new battle system, Ichiban Kasuga and his party will fight by selecting techniques with various effects such as attack, recovery, support, and more. Enjoy immersive and dynamic battles against all sorts of enemies.

Yakuza-7_2019_08-29-19_009.jpg

Yakuza-7_2019_08-29-19_010.jpg

 

 

a ben vedere l'interfaccia di gioco è proprio quella vista nel video del pesce d'aprile.

Esagerazioni e citazioni comiche a parte, saranno dunque così le battaglie?

 

 

 

ecco invece lo story trailer

 

 

 

e tutte le altre info su cast e location

Spoiler

 

 

in giappone è atteso per il 16 gennaio 2020, mentre in occidente, dove verrà chiamato  Yakuza: Like a Dragon, per ora è in TBA 2020.

 

https://gematsu.com/...and-screenshots



#2
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in tutto questo non è da dimenticare che qualche giorno fa è stata ventilata l'ipotesi dell'arrivo in occidente di Yakuza Ishin



#3
Ieyasu

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No grazie.

Il bello di Yakuza è sempre stato prendere oggetti a caso e spaccarli in testa ai teppisti rigorosamente in real time.

Il combat system a turni... Why? È ciò che chiede il pubblico nipponico? Ma la serie ha sempre avuto riscontri positivi con la formula tradizionale, o sbaglio? Beats me.

Che poi, detto per inciso, il semplice fatto di passare da un cs in real time ad uno turn based non dovrebbe rendere Yakuza "più rpg", no?



#4
Stray

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No grazie.

Il bello di Yakuza è sempre stato prendere oggetti a caso e spaccarli in testa ai teppisti rigorosamente in real time.

Il combat system a turni... Why? È ciò che chiede il pubblico nipponico? Ma la serie ha sempre avuto riscontri positivi con la formula tradizionale, o sbaglio? Beats me.

Che poi, detto per inciso, il semplice fatto di passare da un cs in real time ad uno turn based non dovrebbe rendere Yakuza "più rpg", no?

No, visto che hanno ricevuto insulti anche da molti giapponesi.

 

Il punto è che dopo 7 yakuza main + judgment+ 2 spinoff storici + 2 remake + 3 remastered + 2 spinoff su psp + yakuza/kenshiro, tutti con una formula simile, per un totale di DICIOTTO giochi, hanno voluto cambiare qualcosa.

 

In più, hanno anche detto che judgment si è comportato bene, quindi, probabilmente, ci possiamo aspettare un sequel con la formula classica.



#5
Matte44

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No, visto che hanno ricevuto insulti anche da molti giapponesi.

 

Il punto è che dopo 7 yakuza main + judgment+ 2 spinoff storici + 2 remake + 3 remastered + 2 spinoff su psp + yakuza/kenshiro, tutti con una formula simile, per un totale di DICIOTTO giochi, hanno voluto cambiare qualcosa.

 

In più, hanno anche detto che judgment si è comportato bene, quindi, probabilmente, ci possiamo aspettare un sequel con la formula classica.

Mi sembra una spiegazione ineccepibile



#6
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c'è anche da dire che, probabilmente a causa della quantità di capitolo usciti, il supporto del pubblico alla serie è molto calato negli ultimi anni in giappone.

Cambiare gameplay serve anche a dare nuova linfa ed evitare il tracollo, anche se è indubbio il fatto che è sicuramente una scommessa, considerando che a sto giro pure il cast sarà totalmente inedito. Ma avranno fatto le loro ricerche di mercato prima di dare l'ok a questo stravolgimento.

Più che altro mi domando come lo accoglierà il pubblico occidentale....



#7
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In più, hanno anche detto che judgment si è comportato bene, quindi, probabilmente, ci possiamo aspettare un sequel con la formula classica.

io ero rimasto che Judgment fosse un esperimento solitario senza nessuna previsione di sequel (però vabbè, si sa che spesso so parole circostanziali...)



#8
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un po' di info su come sarà il nuovo sistema di combattimento a turni, by il producer Masayoshi Yokoyama

 

 

#1: Yakuza: Like a Dragon. The media should be publishing detailed articles about the battle system later on, but I’ll explain the points I discussed yesterday here.

 

#2: “Live Command RPG Battle” means battles through command execution where the fight is constantly in motion. In a standard RPG, enemies and party members are stationary, and their actions only playback by executing commands such as “Attack.” But in Yakuza: Like a Dragon, battles are different.

 

#3: To be specific, this is a battle system where “characters move in real time” and “fight in a living city.”

 

#4: Except for some bosses, when you encounter an enemy, the battle will begin from right where you’re standing. In other words, depending on how you encounter the enemy, your starting position in the battle will change, which can both give you the upper hand or land you in a pinch. (Some enemies may also suddenly appear from hiding.)

 

#5: When you enter battle, enemies, party members, and even the “city” will remain in motion. They don’t stop moving. Characters will turn towards nearby enemies and keep their distance. And naturally, since these battles take place in the city, characters will fall if they bump into things like street signs or bicycles.

 

#6: Everything moves according to the physics of the Dragon Engine developed by Ryu Ga Gotoku Studio. Through this, the “objects” that exist on the battlefield, such as bicycles, can be used as weapons or obstacles like in the action-based battles of previous games.

 

#7: Turn order is determined by parameters such as a character’s stats, but that doesn’t mean you’ll get the same result by attacking just any enemy. In a situation where you attack the enemy directly (by running up to them), there is a high chance that another enemy character will interrupt your attack.

 

#8: The situation completely changes depending on your distance from the enemy character you’re attacking, as well as the “city objects” in the area. If a bicycle or something similar rolls by, you can kick it at the enemy, or pick it up and attack with it. This action also depends on the character’s class and traits.

 

#9: Even enemy characters outside of those you are trying to attack may become the target of an attack or interference. For example, when you run up to a distant enemy to attack, there is a high chance of you being interrupted by another enemies in the run-up. On the other hand, depending on the technique, you can attack several enemies at once through attacks that sweep and ranged attacks.

 

#10: In a situation where you are blown onto the road and the like due to the impact of an attack, you may get hit by a car passing by. Naturally, you will take damage. Basically, this system is called “Live Command RPG Battle” because you fight in a space where the people and city are constantly in motion.

 

#11: Depending on the technique, there are some action-like operations such as repeatedly pressing a button to match the action during an attack. There is an “Auto” mode for people who want to play without worry, which automatically chooses actions based on each character’s class and traits. (However, this feature may not always act as expected.)

 

#12: Everything utilizes the real-time physics of the Dragon Engine we’ve built up with previous entries in the series, and no battle situation is the same. The stronger the enemy, the smarter they are, so if you find yourself in a pinch, you have various options including retreating behind other characters.

 

#13: In yesterday’s (August 29) announcement, we were only able to share some basic information about the battle system. Since you can change classes at Hello Work, there are variations to techniques unlike anything before, as well as various other unannounced special moves.

 

#14: Everyone on the team is working hard to have everyone experience this “Live Command RPG Battle” for themselves at Tokyo Game Show 2019 starting September 12! If you are attending, please stop by and play! If you are not attending, we will work hard to share information through forms such as video.

 

 

 

 

 

non so perchè, ma alcuni punti m'hanno fatto pensare a Skies of Arcadia...mentre il giocatore sceglie il turno del personaggio X, tutti gli altri fanno le loro coreografie da battaglia per dare la sensazione che tutto sia in movimento :/

 

 

trailer coi sottotitoli in inglese



#9
Matte44

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un po' di info su come sarà il nuovo sistema di combattimento a turni, by il producer Masayoshi Yokoyama

 

 

 


#1: Yakuza: Like a Dragon. The media should be publishing detailed articles about the battle system later on, but I’ll explain the points I discussed yesterday here.

 

#2: “Live Command RPG Battle” means battles through command execution where the fight is constantly in motion. In a standard RPG, enemies and party members are stationary, and their actions only playback by executing commands such as “Attack.” But in Yakuza: Like a Dragon, battles are different.

 

#3: To be specific, this is a battle system where “characters move in real time” and “fight in a living city.”

 

#4: Except for some bosses, when you encounter an enemy, the battle will begin from right where you’re standing. In other words, depending on how you encounter the enemy, your starting position in the battle will change, which can both give you the upper hand or land you in a pinch. (Some enemies may also suddenly appear from hiding.)

 

#5: When you enter battle, enemies, party members, and even the “city” will remain in motion. They don’t stop moving. Characters will turn towards nearby enemies and keep their distance. And naturally, since these battles take place in the city, characters will fall if they bump into things like street signs or bicycles.

 

#6: Everything moves according to the physics of the Dragon Engine developed by Ryu Ga Gotoku Studio. Through this, the “objects” that exist on the battlefield, such as bicycles, can be used as weapons or obstacles like in the action-based battles of previous games.

 

#7: Turn order is determined by parameters such as a character’s stats, but that doesn’t mean you’ll get the same result by attacking just any enemy. In a situation where you attack the enemy directly (by running up to them), there is a high chance that another enemy character will interrupt your attack.

 

#8: The situation completely changes depending on your distance from the enemy character you’re attacking, as well as the “city objects” in the area. If a bicycle or something similar rolls by, you can kick it at the enemy, or pick it up and attack with it. This action also depends on the character’s class and traits.

 

#9: Even enemy characters outside of those you are trying to attack may become the target of an attack or interference. For example, when you run up to a distant enemy to attack, there is a high chance of you being interrupted by another enemies in the run-up. On the other hand, depending on the technique, you can attack several enemies at once through attacks that sweep and ranged attacks.

 

#10: In a situation where you are blown onto the road and the like due to the impact of an attack, you may get hit by a car passing by. Naturally, you will take damage. Basically, this system is called “Live Command RPG Battle” because you fight in a space where the people and city are constantly in motion.

 

#11: Depending on the technique, there are some action-like operations such as repeatedly pressing a button to match the action during an attack. There is an “Auto” mode for people who want to play without worry, which automatically chooses actions based on each character’s class and traits. (However, this feature may not always act as expected.)

 

#12: Everything utilizes the real-time physics of the Dragon Engine we’ve built up with previous entries in the series, and no battle situation is the same. The stronger the enemy, the smarter they are, so if you find yourself in a pinch, you have various options including retreating behind other characters.

 

#13: In yesterday’s (August 29) announcement, we were only able to share some basic information about the battle system. Since you can change classes at Hello Work, there are variations to techniques unlike anything before, as well as various other unannounced special moves.

 

#14: Everyone on the team is working hard to have everyone experience this “Live Command RPG Battle” for themselves at Tokyo Game Show 2019 starting September 12! If you are attending, please stop by and play! If you are not attending, we will work hard to share information through forms such as video.

 

 

 

 

non so perchè, ma alcuni punti m'hanno fatto pensare a Skies of Arcadia...mentre il giocatore sceglie il turno del personaggio X, tutti gli altri fanno le loro coreografie da battaglia per dare la sensazione che tutto sia in movimento :/

 

 

trailer coi sottotitoli in inglese

Da ignorante del genere chiedo: è una cosa brutta? Perché a me sembra che infondo dà un pizzico di spettacolarità, ciò sarebbe sbagliato?



#10
Ieyasu

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-cut-

In queste info viene messo l'accento sul dinamismo e la spiccata interattività ambientale, come per dire: "Hey, stiamo passando al turn based ma non preoccupatevi, di fatto resta sempre Yakuza". Il che sulla carta è positivo, un turn based "100% classico" sarebbe stato troppo anonimo, poi ovviamente bisognerà verificare pad alla mano.

Personalmente avrei preferito una evoluzione del cs tradizionale degli Yakuza, ma oh, me ne farò una ragione.

 

On the other hand, sai che non colgo il riferimento a Skies of Arcadia? L'ho giocato talmente tanto tempo addietro che del cs ricordo solo che fosse decisamente di stampo classico e null'altro, dovrei rinfrescarmi la memoria :snape:



#11
Akumasama

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Non pensavo l'avrei mai detto però cacchio il trailer è proprio fico °-°

#12
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On the other hand, sai che non colgo il riferimento a Skies of Arcadia? L'ho giocato talmente tanto tempo addietro che del cs ricordo solo che fosse decisamente di stampo classico e null'altro, dovrei rinfrescarmi la memoria :snape:

no, era semplicemente un rimando che mi è affiorato alla mente leggendo quelle info.

In Skies avevano implementato una scelta di design che voleva far sembrare le battaglie più dinamiche e vive, ma era semplicemente un elemento estetico: in sostanza, mentre i singoli personaggi si attivano nei loro turni, tutti gli altri partecipanti alla battaglia facevano qualcosa, stile coreografia...tipo indietreggiano, si corrono addosso, fanno finta di lottare, vanno di qua o di là, cose così.



#13
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altri indizi su questo “live command RPG battle”; emblematico il commenro "se non sai come funziona, potresti pensare che sia un action game"

applausi se ci riescono davvero.

 

  • Since we’ve always done action up until now, doing action again and following the system system would honestly make it really hard to come up with something that goes beyond what we already had. We wanted to do something new and fresh.
  • The interface is still in development, so the appearance will change quite a bit.
  • The tempo of battle is not quite the same as selecting multiple commands, then watching the battle unfold based on the actions you selected… More than pure action… it is quite close to the feeling of endlessly watching a battle between several people.
  • It’ll take some getting used to, but there are some tricks here and there, and if you learn them, you can play with the same habit of playing an action game.
  • If what you’re picturing is an old school command RPG, then that’s the wrong impression. This will be completely different.
  • We’re not fans of the slow pace, so it is not our intention in the least to create that sort of thing.
  • There is also an auto battle feature. The AI is quite intelligent.
  • There are some crazy developments we can do that go beyond the limits of Heat Actions and such that we are able to accomplish because we’re making an RPG.
  • While we considered doing a hybrid of action and command, it would be the same as creating two titles and there wasn’t enough time for that.
  • There is an action-like element where, after selecting a command, you can follow up with a final blow attack through additional button input.
  • If a party member is near an enemy character when you attack, the party member will also join in on the attack.
  • If you didn’t know what it was, you would think you’re playing an action game.





lunga sfilza di piccole info estrapolate dall'intervista sul gioco nell'ultimo numero di famitsu

  •  
  • Unlike Kazuma Kiryu, Ichiban Kasuga is not a man of immense strength who can march into enemy territory by himself. He fights alongside his friends, and the game system that best expresses this fact is an RPG.
  • The April Fool’s video was well received. Since we never said that’s how its going to be, the legitimacy of the praise is another question entirely.
  • We want to prove that Ryu Ga Gotoku Studio can properly create something other than an action adventure game.
  • While it may have been a decision that deviates from assured income on the business side, upper management recognized our courage to take a leap of faith and go down a new path.
  • This is a numbered Yakuza title because the studio considers it a true successor of the Yakuza series.
  • By developing and leveling up your characters, you will be able to compete against stronger enemies. The concept of Yakuza 7 is to be able to experience a “rise up from the bottom.”
  • Character abilities, preparations made before battle, combination of party members, and strategies will influence the outcome of battles.
  • There are no elements where traditional forms of action step in.
  • It feels as if you are playing an action game.
  • Rather than play out a set “scene” like your typical command RPG, the surroundings are calculated and controlled in real-time. If there is a trash can or bicycle nearby, you will automatically kick it to attack. If a car passes by, it can run you over. Judging your surroundings is another form of strategy.
  • Each attack has an attack range, and you can also deal area-of-effect damage.
  • The flow of the story is the same as the episodes depicted in Yakuza Online, but everything from character relationships to events is different.
  • Overall gameplay time is longer than previous titles. The main story alone is more than twice as long.
  • By playing sub-stories and play spots, both Kasuga and his party will become stronger. You can also earn money, experience points, and skills.
  • You can set jobs for characters.
  • You can also play it like a pure RPG where you earn experience points and level up through battle alone.
  • Depending on the party member, there are both jobs that are easy to become, as well as jobs difficult to become.
  • The game uses a symbol encounter system. There are also enemies that appear out of nowhere and turn into battles.
  • The feeling of walking the streets is the same as previous titles.
  • The map size has significantly increased, and some areas have strong enemies that cannot be defeated unless you develop your characters to a certain level.
  • There is a fast travel system.
  • There will not be any areas blocked off due the story. Instead, strong enemies will act as barriers.
  • Like an RPG, you can equip a weapon and accessories, as well as head, body, and leg equipment.
  • There are also elemental weapons.
  • Yokohama is not ruled by either the Tojo Clan or the Omi Alliance. You will find out why when you play the game.
  • The in-game Ijincho is quite different from the Chojamachi of the real world. It incorporates the essence that it used to be an entertainment district back in the day.
  • Ijincho is made into the point that people who live around the real Yokohama might get mad at us and say, “Our city isn’t like this!”
  • Not including dungeons and such, the pure size of the area is three to four times bigger than Kamurocho.
  • Each area has different grade equipment you can buy.
  • You will also go to Kamurocho at a certain point in the game.
  • Dragon Quest appears as a normal world that exists in the game.
  • The name Dragon Quest itself is used quite often. Puff-Puff also appears, but with different wording.
  • When you enter battle, both your own and the enemy’s appearance transform. Enemies will wear trash cans on their heads, be half-naked, or have different names. Even party members will suddenly pull out swords.
  • Battles are depicted as RPG-like landscapes because that is how Kasuga imagines them. From an outsider’s perspective, it’s just seen as a regular fight.
  • The only form of enjoyment Kasuga ever had as a child was playing Dragon Quest. He pictures himself as the hero who will one day go on an adventure. His belief in fighting fair and square was influenced by Dragon Quest. Battles are constantly influenced by the world of Dragon Quest.
  • Being betrayed by his boss and cast away in a strange land is Kasuga in the midst of his adventure. Making allies strengthens that feeling, and that is what we’re expressing with battles this time.
  • When it is a game set in modern times, it’s hard to tell how strong a character is just by their looks or features. The theme of Kasuga’s battles is to make that distinguishable by implementing RPG elements.
  • For instance, if the enemy is using an excavator, punching an excavator doesn’t look realistic at all in real life. Although if the looks are altered, it’ll make sense.
  • Playing it still feels like a Yakuza game, nothing has been lost there.
  • We’re not tackling simple ideas and habits. We chose the name Yakuza 7 with readiness, determination, and pride.
  • Recently some people tell me, “I’m a fan! I’ve watched all the past titles on Let’s Plays!” But are they truly fans? I’d say they absolutely are. I consider a kind of reply to this situation is Yakuza 7.
  • The real life value of a game creator is to make something that you will actually want to play with a controller. I want to make something that won’t satisfy with Let’s Plays alone. We’re actually making this with a pretty serious theme of “reinventing where video games stand as a media.”

 

 

 

e in tutto questo non c'è da dimenticarsi che nel party si ha una donna vestita in tallieur che combatte con una shopper....non fa ridere? a me fa riderissimo :lol:



#14
sonuccio

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e gli scan
 

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#15
Akumasama

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Ma un bel video di gameplay?!




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