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مقابلة دور ميكامي بThe Evil Within 2 والمزيد والمزيد (مقابلة دسمة)

Anaxïmandrøs

True Gamer
فيه نقاط كثيرة مهمة غير دور ميكامي "المهم" بعملية التطوير لازم إستخراجها من المقابلة ونقاشها ..

-Evil Within 2 has been in development since around a month after the first one released, they got greenlit early. Some of the team went to work on the DLC, while other bits of the team started to begin planning what they wanted to do for the sequel from the response they got.

-Mikami is Executive Producer and not director, but his hands are all over it. He was still heavily involved in the sequel's development. It is his studio so he wanted to be involved.

-Sebastian's life has fallen to crap since the original game, apparently outside of just no one believing him he has also become an alcoholic.

-Mobius created the town of Union using Sebastian's daughter as a centerpiece. It combines several people's consciousness, and which Sebastian enters to try to find his daughter in the STEM. Confirmed several people are already connected to it when Sebastian enters besides just his daughter. The world will warp and change as the game goes.

-Evil Within's side-quests aren't involved in the main story, many involve completely optional locations, people you meet in Union, or strange occurrences in the land. The game has a focus on very limited supplies, side-quest often reward in little troves of resources, but they may have separate smaller scale stories as well.

-Claims this is 100% still a survival-horror game, there will definitely be action and there will be shooting but this isn't a shooter, you don't have loads of ammo, the enemies are terrifying and powerful, you have several different methods to tackle foes from using combat, to stealth, to traps, to avoiding conflict in many cases, you need to choose when to use your resources.

-Communicator in terms of its communication with Kidman and not its other functions does provide further narrative context as she is a connective tissue for Sebastian to the real world and what is happening.

-Confirms some things people will remember from the first game of distorting reality are still in the sequel; you see something and then it's suddenly no longer there, you walk through a door and suddenly in a completely different environment, you turn around and things have changed behind you, etc. They have a lot of new tricks up their sleeve as well this time they won't reveal yet though.

-Sequel is aiming for a much stronger narrative with much stronger characters this time around. Much more personal story.

-Confirmed the game has multiple antagonist characters this time around. Stefano is one of the antagonist. He's the guy in the trailer who stabs the soldier guy and rose petals come out of his body. He is described as a perverse, twisted artist who celebrates and wants to capture the beauty of death and pain. The Museum/Mansion is his 'domain' to speak of within The Evil Within 2. Each location in TEW2 is related to some character within the game, and confirmed Obscura the monster with the camera-head is sort of his pet creature who takes pictures of his art and strokes his ego, sometimes more literally.

-Mentions the game is grotesque at times, but it's not made to be like Saw or for torture porn. Some people do die in grotesque ways, but one thing the sequel is aiming for is deeper meaning into things and what things represent, symbolize. Some of that manifests in morbid ways, but there's more to it than that and it's not a continuous stream of grotesque imagery. It's not supposed to be a bloodsport.

-Mention this is a horror game through and through, but there's also more going on to it. Says people may enjoy it for its deeper beauty that may also be found in the game, for its improved action and stealth abilities, for the decision making systems that apply both to exploration and things they don't want to reveal at this time. What they hope is this game will be very compelling to people with its story, world, and that even people who don't enjoy horror may enjoy things it does and wants to tell. It's not just trying to be gross, bloody, there's a deeper vision they have for the game.

-There was a small crafting system in the original game with supplies you found, they did try to add more to it and to make items they don't want to reveal yet which are useful for more than just killing things, more than just combine bullets with something to make special bullets, and to make items that have uses beyond just death. Want to allow players to have more options in what they can create and choose what they may need right now.

-They saw how people enjoyed the story in the DLC more than the main game, they want to take the story a lot further than they did with the original game or the DLCs. They also mention that the characters were a bit flat originally, and like Sebastian was kind of an asshole in the original game. They have tried to humanize him more in this game than they did originally.

-They listened to what people enjoyed and did not enjoy on the original and decided where to cut back some things, build on some things, etc.

-For balance of 'horror fatigue', this game is not a relentless in intensity, moments for breathing and beauty, but also this game more than the first one isn't just going from point A to B, B to C, etc. There are things the player can do between the main point that aren't as intense, more relaxed, to get their bearings and look around.

-Mention Shinji was a lot more involved this time around in the game's pacing as a continuation to the previous question. They've done a lot of testing, tweaking, etc., but mentions one of Mikami's biggest involvements in the sequel is for the pacing of the game. Mentions Mikami was very concerned in making moments where they reel back the intensity and change the tone and situation, or where players think they're at 10 at intensity and suddenly reel it up to 11 before reeling it back. Choosing the right moments to explore different possibilities.

بالمناسبة بيكون فيه جيمبلاي اليوم ببوث بيثسدا وبتخرج مقابلات أكثر سيتم وضعها بالموضوع
 

Anaxïmandrøs

True Gamer
Slight mention of Sebastian not only wanting to see his daughter again, but maybe his last shot as salvation to get his life back through rescuing his daughter.

-Mention that the original game was originally being developed for last-gen hardware and the new consoles only came in during the middle of development. But this is a current gen platform, and that they've learned through a game now how to work with id Tech, they've been able to build a higher quality game from focusing on current platforms while also being more familiar with the inner workings of id Tech.

-They have a bigger sense of place and environment than the original game did.

-INTERESTING BIT: Trent Haaga confirmed to be working on the story for The Evil Within 2., confirms he's been working on the Evil Within 2 script and been working with him to make the story a lot more engaging he says. You can see his IMDB here: http://www.imdb.com/name/nm0351772/

-The game is not 'choose your own path' with exploration quite, but with a lot of optional off-the-road areas in each location and optional scenes.

-He begins to say there's a lot more locales this time around than the original Evil Within but cuts himself short I think realizing he shouldn't reveal that, and then switches to saying there's a "healthy diversity" to the locations in TEW2.

-Says as you do things in the game, the whole world changes. You do these things that have huge effects on the world in the game going forward. Almost makes it sound like this might be related some to the 'decisions' mentioned by Pete in the other interview.

-Mentions it's an overall bigger game than the original Evil Within, bigger locations and a much broader scale and sense of progression.

-Audio is a huge thing, says you get some sense of it in the trailers, but audio has been a huge focus in the sequel more than even the original, not just the sound of monsters but the environment, sounds that play before, the use of silence, that sort of thing. Sound Design has been big for them for the sequel.

-He says there's a lot more enemies this time around and they're a lot crazier.

-Pete confirms that not only is Obscura an enemy you face, but it sounds like you'll fight Stefano himself as an enemy.

-Says many of the enemies you face in the sequel should feel fresh and different than what you faced in the original game. Mentions we might've all loved The Keeper in the original, but they want to provide different enemies and situations at the player rather than doing all the same things again, and to make you mystified at what you're facing.

-Confirms that 'White Oozing' stuff is a thematic in the game, it's part of the game and we'll learn more about the ooze as the game goes on and how it effects this world and what it's there for. Says that wasn't just for the trailer.

-Pete says their conference focused on stuff releasing this year only, but implies they've talked about the future with Tango, but they're focused on The Evil Within 2 with Tango currently.
 

FANTASTIC DREAM

sugar man, colors to my dreams
لإن رزيدنت إيفل 7 إستحقت تعب مني في الترجمه في ما مضى، لازم أفعل المِثل لإيفل ويذن 2، الأقرب إلى قلبي من رزيدنت إيفل 7 و اللي مِقدار حماسي لها أكبر @@


-Mikami is Executive Producer and not director, but his hands are all over it. He was still heavily involved in the sequel's development. It is his studio so he wanted to be involved.

ميكامي منتج تنفيذي للعبه، لكن هذا ما يقلل من حجم دوره في تطوير السيكوال، ما زال منخرط بقوه في السيكوال، لإن هذا فريقه و هو رغب إنه ينخرط مِعهم في تطوير اللعبه.

-Mobius created the town of Union using Sebastian's daughter as a centerpiece. It combines several people's consciousness, and which Sebastian enters to try to find his daughter in the STEM. Confirmed several people are already connected to it when Sebastian enters besides just his daughter. The world will warp and change as the game goes.

وعي سباستين و وعي بنته ليسوا الوحيدين المربوطين بستيم، فيه عديد من الأشخاص ألريدي موصولين في الستيم حتى من قبل سباستيان، مع تقدمك في اللعبه العالم بيتغير و يتحول مِثل الجزأ الأول.

-Evil Within's side-quests aren't involved in the main story, many involve completely optional locations, people you meet in Union, or strange occurrences in the land. The game has a focus on very limited supplies, side-quest often reward in little troves of resources, but they may have separate smaller scale stories as well.

السايد كويستز تبع إيفل وبذن 2 مش مرتبطه بالقِصه الرئيسيه، و العديد مِنها تلقاه في مناطق جاببيه، NPCs تقابلهم في الunion، أو عن طريق أمور أخرى، اللعبه تركز على محدودية الموارد، السايد كويست عادةً بتكافئك بموارد أكثر، لكن مع ذلك السايد كويست بيكون لها قِصص صغيره خاصه فيها.

-Claims this is 100% still a survival-horror game, there will definitely be action and there will be shooting but this isn't a shooter, you don't have loads of ammo, the enemies are terrifying and powerful, you have several different methods to tackle foes from using combat, to stealth, to traps, to avoiding conflict in many cases, you need to choose when to use your resources.

إيفل ويذن 2 ما زالت لعبة رعب نجاه، سيكون هُناك أكشن و سيكون هُناك تصويب لكن لبست لعبه مرتكزه على التصويب، أنت ليس ليدك الكثير من الذخيره، و الأعداء مرعبين و أقوياء، و أنت لديك العديد من الطرق لتواجه الأعداء من الكومبات، إلى الستيلث، إلى الأفخاخ، أو حتى في بعض الحالات: الهرب، أنت تحتاج أن تختار الوقت المناسب متى تستعمل مواردك.

-Confirms some things people will remember from the first game of distorting reality are still in the sequel; you see something and then it's suddenly no longer there, you walk through a door and suddenly in a completely different environment, you turn around and things have changed behind you, etc. They have a lot of new tricks up their sleeve as well this time they won't reveal yet though.

هو شيء معروف، لكن مِثل الجزأ الأول اللعبه بيكون فيها لحظات كثير من تحول الواقع، تشوف شيء وفجأه يختفي...تدخل من باب و فجأه تلقاك في بيئه مُختلفه...إلى أخره و الفريق راح يستغل هذا بطرق جديده.

-Sequel is aiming for a much stronger narrative with much stronger characters this time around. Much more personal story.

السيكوال بيركز على القِصه جِداً، و بنحصل شخصيات مُمتازه و قصه مُمتازه، و قِصه أكثر تمحوراً حول الشخصيه الرئيسيه.

-Confirmed the game has multiple antagonist characters this time around. Stefano is one of the antagonist. He's the guy in the trailer who stabs the soldier guy and rose petals come out of his body. He is described as a perverse, twisted artist who celebrates and wants to capture the beauty of death and pain. The Museum/Mansion is his 'domain' to speak of within The Evil Within 2. Each location in TEW2 is related to some character within the game, and confirmed Obscura the monster with the camera-head is sort of his pet creature who takes pictures of his art and strokes his ego, sometimes more literally.

اللعبه بيكون فيها العديد من الأشرار، ستيفانو هو واحد مِنهم، هو الرجل اللي يطعن الجندي من بطنه في التريلر، وصفه: فنان مجنون يبغى يلقط و يصور الجمال من الموت و الألم، لِه منطقه أو جزأيه منفصله في اللعبه، و كُل منطقه في إيفل ويذن 2 بتكون مرتبطه بشخصيه معينه، و كشفوا رسميا عن وحش الكاميرا اللي كان موجود في التريلر.. و هو الحيوان الأليف لستيفانو اللي ياخذ الصور و يلقطها لـ فنه المجنون.

-Mentions the game is grotesque at times, but it's not made to be like Saw or for torture porn. Some people do die in grotesque ways, but one thing the sequel is aiming for is deeper meaning into things and what things represent, symbolize. Some of that manifests in morbid ways, but there's more to it than that and it's not a continuous stream of grotesque imagery. It's not supposed to be a bloodsport.

واحد من الأمور المهمه اللي متوجهليها مع السيكوال هو مستوى أفضل من الرمزيه، معاني أعمق لما يحصل و لما هو موجود و ماذا تُمثل.

-There was a small crafting system in the original game with supplies you found, they did try to add more to it and to make items they don't want to reveal yet which are useful for more than just killing things, more than just combine bullets with something to make special bullets, and to make items that have uses beyond just death. Want to allow players to have more options in what they can create and choose what they may need right now.

بيكون فيه crafiting system أعمق من الجزأ الأول، ومش مستعدين يعلنو عنه الأن.

-They saw how people enjoyed the story in the DLC more than the main game, they want to take the story a lot further than they did with the original game or the DLCs. They also mention that the characters were a bit flat originally, and like Sebastian was kind of an asshole in the original game. They have tried to humanize him more in this game than they did originally.

بيهتمو بشكل أكبر بالجانب الإنساني من سباستيان، و عبرو عن ملاحظتهم لإعجاب الناس بقِصة الDLCs أكثر مما أعجبهم شغل اللعبه الرئيسيه مع القِصه.

-They listened to what people enjoyed and did not enjoy on the original and decided where to cut back some things, build on some things, etc.

إستمعو جيداً لفيدباك الجزأ الاول، و قررو وش اللي يقصوه من اللعبه الأولى، وش اللي يحسنوه.. وغيره.

-Mention Shinji was a lot more involved this time around in the game's pacing as a continuation to the previous question. They've done a lot of testing, tweaking, etc., but mentions one of Mikami's biggest involvements in the sequel is for the pacing of the game. Mentions Mikami was very concerned in making moments where they reel back the intensity and change the tone and situation, or where players think they're at 10 at intensity and suddenly reel it up to 11 before reeling it back. Choosing the right moments to explore different possibilities.

واحد من أكثر الأشياء اللي ميكامي دخل في تطويرها بالسيكوال... هي الpacing في اللعبه، هم سوو كثير من الإختبارات و التحسينات و إلى أخره.
 
التعديل الأخير:

FANTASTIC DREAM

sugar man, colors to my dreams
Slight mention of Sebastian not only wanting to see his daughter again, but maybe his last shot as salvation to get his life back through rescuing his daughter.

ذكرو دوافع سباستيان للذهاب في الستيم، ليس لإنقاذ بنته فقط، بل لإستعادة حياته للمسار الطبيعي من خِلال إنقاذ بِنته.

-Mention that the original game was originally being developed for last-gen hardware and the new consoles only came in during the middle of development. But this is a current gen platform, and that they've learned through a game now how to work with id Tech, they've been able to build a higher quality game from focusing on current platforms while also being more familiar with the inner workings of id Tech.

صارو متعارفين أكثر مع داوخل محرك الid tech، و صارو يقدرو يضمنو جوده أفضل أو نتيجه مُمتازه من التطوير على الأجهزه الحاليه.

-They have a bigger sense of place and environment than the original game did.

صار عِندهم تقدير أكبر لــ "المكان" أو البيئه"، أكثر من اللعبه الرئيسيه، أعتقد يقصدو هِنا إنهم بيكونو مركزين على تقديم تفاصيل فنيه أكبر في البيئات و المناطق، و لربما حدثو برنامجهم اللي إسمه "ستوري تيلنج".

-INTERESTING BIT: Trent Haaga confirmed to be working on the story for The Evil Within 2., confirms he's been working on the Evil Within 2 script and been working with him to make the story a lot more engaging he says. You can see his IMDB here: http://www.imdb.com/name/nm0351772/

كشفوا عن كاتب القِصه لإيفل ويثن 2: Trent Haaga و تقدرو تشيكو على الأمدب تبعه في الإقتباس.

-Says as you do things in the game, the whole world changes. You do these things that have huge effects on the world in the game going forward. Almost makes it sound like this might be related some to the 'decisions' mentioned by Pete in the other interview.

ما وضحوا هذا بشكل كبير، لكن اللابع يستطيع التأثير في العال، العالم بيتغير و يتحول على حسب قرار اللاعب، لا أدري إذا هذا أحياناً او لا، الأمر مش واضح جيداً.

-Audio is a huge thing, says you get some sense of it in the trailers, but audio has been a huge focus in the sequel more than even the original, not just the sound of monsters but the environment, sounds that play before, the use of silence, that sort of thing. Sound Design has been big for them for the sequel.

هناك شغل أكبر على تصميم الأصوات في الجزء الثاني، واحد من الأشياء المهمه لِهم في السيكوال، ليس فقط أصوات الوحوش، لكن أيضاً الأصوات في البيئه، أصوات تشتغل قبل... و إستعمال الصمت.

-He says there's a lot more enemies this time around and they're a lot crazier.

الأعداء أكثر عدداً من الجزأ الأول، و أكثر جنوناً!

-Pete confirms that not only is Obscura an enemy you face, but it sounds like you'll fight Stefano himself as an enemy.

مش فقط الحيوان الأليف تبع ستيفانو اللي بتقاتله..(اللي هو حوش الكاميرا في التريلر) بل حتى ستيفانو نفه بتمر مِعه بمواجهه، و لا أدري ليش يقولون هذا... تقريباً...لا فائده... من قول هذا....

-Says many of the enemies you face in the sequel should feel fresh and different than what you faced in the original game. Mentions we might've all loved The Keeper in the original, but they want to provide different enemies and situations at the player rather than doing all the same things again, and to make you mystified at what you're facing.

إهتمام شديد في كون الأعداء كلهم مختلفين جِداً عن أي وحش واجهته في الجزأ الأول، عبرو عن ملاحظتهم لإعجاب الناس بالكيبر لكن هم يبغون يصممون أعداء جُدد و مواقف جديده، لإنهم يبغونك متفاجئ دائماً.

-Confirms that 'White Oozing' stuff is a thematic in the game, it's part of the game and we'll learn more about the ooze as the game goes on and how it effects this world and what it's there for. Says that wasn't just for the trailer.

الماده البيضاء اللي شفناها في التريلر، بتكون شيء مهم في اللعبه الرئيسيه، و هي واحده من الثيمات الرئيسيه في قِصة الجزأ الثاني، و مع تقدمك في اللعهب بتعرف تأثيرها على العالم و ما الهدف من وجودها.
 

LegendaryK

True Gamer
لإن رزيدنت إيفل 7 إستحقت تعب مني في الترجمه في ما مضى، لازم أفعل المِثل لإيفل ويذن 2، الأقرب إلى قلبي من رزيدنت إيفل 7 و اللي مِقدار حماسي لها أكبر @@


-Mikami is Executive Producer and not director, but his hands are all over it. He was still heavily involved in the sequel's development. It is his studio so he wanted to be involved.

ميكامي منتج تنفيذي للعبه، لكن هذا ما يقلل من حجم دوره في تطوير السيكوال، ما زال منخرط بقوه في السيكوال، لإن هذا فريقه و هو رغب إنه ينخرط مِعهم في تطوير اللعبه.

-Mobius created the town of Union using Sebastian's daughter as a centerpiece. It combines several people's consciousness, and which Sebastian enters to try to find his daughter in the STEM. Confirmed several people are already connected to it when Sebastian enters besides just his daughter. The world will warp and change as the game goes.

وعي سباستين و وعي بنته ليسوا الوحيدين المربوطين بستيم، فيه عديد من الأشخاص ألريدي موصولين في الستيم حتى من قبل سباستيان، مع تقدمك في اللعبه العالم بيتغير و يتحول مِثل الجزأ الأول.

-Evil Within's side-quests aren't involved in the main story, many involve completely optional locations, people you meet in Union, or strange occurrences in the land. The game has a focus on very limited supplies, side-quest often reward in little troves of resources, but they may have separate smaller scale stories as well.

السايد كويستز تبع إيفل وبذن 2 مش مرتبطه بالقِصه الرئيسيه، و العديد مِنها تلقاه في مناطق جاببيه، NPCs تقابلهم في الunion، أو عن طريق أمور أخرى، اللعبه تركز على محدودية الموارد، السايد كويست عادةً بتكافئك بموارد أكثر، لكن مع ذلك السايد كويست بيكون لها قِصص صغيره خاصه فيها.

-Claims this is 100% still a survival-horror game, there will definitely be action and there will be shooting but this isn't a shooter, you don't have loads of ammo, the enemies are terrifying and powerful, you have several different methods to tackle foes from using combat, to stealth, to traps, to avoiding conflict in many cases, you need to choose when to use your resources.

إيفل ويذن 2 ما زالت لعبة رعب نجاه، سيكون هُناك أكشن و سيكون هُناك تصويب لكن لبست لعبه مرتكزه على التصويب، أنت ليس ليدك الكثير من الذخيره، و الأعداء مرعبين و أقوياء، و أنت لديك العديد من الطرق لتواجه الأعداء من الكومبات، إلى الستيلث، إلى الأفخاخ، أو حتى في بعض الحالات: الهرب، أنت تحتاج أن تختار الوقت المناسب متى تستعمل مواردك.

-Confirms some things people will remember from the first game of distorting reality are still in the sequel; you see something and then it's suddenly no longer there, you walk through a door and suddenly in a completely different environment, you turn around and things have changed behind you, etc. They have a lot of new tricks up their sleeve as well this time they won't reveal yet though.

هو شيء معروف، لكن مِثل الجزأ الأول اللعبه بيكون فيها لحظات كثير من تحول الواقع، تشوف شيء وفجأه يختفي...تدخل من باب و فجأه تلقاك في بيئه مُختلفه...إلى أخره و الفريق راح يستغل هذا بطرق جديده.

-Sequel is aiming for a much stronger narrative with much stronger characters this time around. Much more personal story.

السيكوال بيركز على القِصه جِداً، و بنحصل شخصيات مُمتازه و قصه مُمتازه، و قِصه أكثر تمحوراً حول الشخصيه الرئيسيه.

-Confirmed the game has multiple antagonist characters this time around. Stefano is one of the antagonist. He's the guy in the trailer who stabs the soldier guy and rose petals come out of his body. He is described as a perverse, twisted artist who celebrates and wants to capture the beauty of death and pain. The Museum/Mansion is his 'domain' to speak of within The Evil Within 2. Each location in TEW2 is related to some character within the game, and confirmed Obscura the monster with the camera-head is sort of his pet creature who takes pictures of his art and strokes his ego, sometimes more literally.

اللعبه بيكون فيها العديد من الأشرار، ستيفانو هو واحد مِنهم، هو الرجل اللي يطعن الجندي من بطنه في التريلر، وصفه: فنان مجنون يبغى يلقط و يصور الجمال من الموت و الألم، لِه منطقه أو جزأيه منفصله في اللعبه، و كُل منطقه في إيفل ويذن 2 بتكون مرتبطه بشخصيه معينه، و كشفوا رسميا عن وحش الكاميرا اللي كان موجود في التريلر.. و هو الحيوان الأليف لستيفانو اللي ياخذ الصور و يلقطها لـ فنه المجنون.

-Mentions the game is grotesque at times, but it's not made to be like Saw or for torture porn. Some people do die in grotesque ways, but one thing the sequel is aiming for is deeper meaning into things and what things represent, symbolize. Some of that manifests in morbid ways, but there's more to it than that and it's not a continuous stream of grotesque imagery. It's not supposed to be a bloodsport.

واحد من الأمور المهمه اللي متوجهليها مع السيكوال هو مستوى أفضل من الرمزيه، معاني أعمق لما يحصل و لما هو موجود و ماذا تُمثل.

-There was a small crafting system in the original game with supplies you found, they did try to add more to it and to make items they don't want to reveal yet which are useful for more than just killing things, more than just combine bullets with something to make special bullets, and to make items that have uses beyond just death. Want to allow players to have more options in what they can create and choose what they may need right now.

بيكون فيه crafiting system أعمق من الجزأ الأول، ومش مستعدين يعلنو عنه الأن.

-They saw how people enjoyed the story in the DLC more than the main game, they want to take the story a lot further than they did with the original game or the DLCs. They also mention that the characters were a bit flat originally, and like Sebastian was kind of an asshole in the original game. They have tried to humanize him more in this game than they did originally.

بيهتمو بشكل أكبر بالجانب الإنساني من سباستيان، و عبرو عن ملاحظتهم لإعجاب الناس بقِصة الDLCs أكثر مما أعجبهم شغل اللعبه الرئيسيه مع القِصه.

-They listened to what people enjoyed and did not enjoy on the original and decided where to cut back some things, build on some things, etc.

إستمعو جيداً لفيدباك الجزأ الاول، و قررو وش اللي يقصوه من اللعبه الأولى، وش اللي يحسنوه.. وغيره.

-Mention Shinji was a lot more involved this time around in the game's pacing as a continuation to the previous question. They've done a lot of testing, tweaking, etc., but mentions one of Mikami's biggest involvements in the sequel is for the pacing of the game. Mentions Mikami was very concerned in making moments where they reel back the intensity and change the tone and situation, or where players think they're at 10 at intensity and suddenly reel it up to 11 before reeling it back. Choosing the right moments to explore different possibilities.

واحد من أكثر الأشياء اللي ميكامي دخل في تطويرها بالسيكوال... هي الpacing في اللعبه، هم سوو كثير من الإختبارات و التحسينات و إلى أخره.

اشكرك جزيل الشكر اخوي فارس عالمجهود الجميل وبصراحة بعد قرائة المقابلة ارتفع بار الحماس عندي مليووووون للعبة
اراهن انها بتطلع افضل من الاول بكثيييييييييييييييير :hearteyes::hearteyes::hearteyes::hearteyes::hearteyes:
 

Mogrim

Raven
Claims this is 100% still a survival-horror game, there will definitely be action and there will be shooting but this isn't a shooter, you don't have loads of ammo, the enemies are terrifying and powerful, you have several different methods to tackle foes from using combat, to stealth, to traps, to avoiding conflict in many cases, you need to choose when to use your resources
هذي النقطة الي خلت الجزء الأول لعبة عظيمة , استراتيجيات مختلفة لمواجهة كل عدو على حسب ما تملكه من موارد كل لاعب فينا مر بتجربة مختلفة عن الاخر على حسب طريقة لعبه.
اللعبة شكلها في ايدي امينة والكلام الي فوق يبشر بتجربة افضل من الأول.
مبروك لفانز العاب الرعب
 

Sultan/X

Banned
المعلومات بحق غنية وتبشر بعمل طموح جدا علي ان عندي تحفضات علي الكاتب بس يمكن يجيب شي حلو،
 

FANTASTIC DREAM

sugar man, colors to my dreams
المعلومات بحق غنية وتبشر بعمل طموح جدا علي ان عندي تحفضات علي الكاتب بس يمكن يجيب شي حلو،

اللي فهمته كُل هالوقت إن دور "الكاتب" في عملية تطوير لعبة هو عمل ملئ بالحدود، لازم تعمل في حدود الكونسيبتز المختاره و حدود القرارات الكثيره اللي يقررها مجموعة مصممين اللعبه، ما أعتقد مستوى القِصه مرهون فيه.
 

Kaido III

Lost Radiant
يعطيك العافية يافارس على الترجمة
واضح موعودين بسيكول محترم جدا مش مصدق انها بتنزل ذي السنة هايب!
 

Anaxïmandrøs

True Gamer
لإن رزيدنت إيفل 7 إستحقت تعب مني في الترجمه في ما مضى، لازم أفعل المِثل لإيفل ويذن 2، الأقرب إلى قلبي من رزيدنت إيفل 7 و اللي مِقدار حماسي لها أكبر @@

مجهود يذكر فيشكر.. ، فعلا مو شيئ جديد عليك ، شكرا فارس .

على فكرة .. جون جوهاناس (مخرج الإضافة) موجود شخصيا على الستيج تبع بيثيسدا بE3 وبيكون فيه عروض ديمو طويلة للعبة .
 

LegendaryK

True Gamer
مجهود يذكر فيشكر.. ، فعلا مو شيئ جديد عليك ، شكرا فارس .

على فكرة .. جون جوهاناس (مخرج الإضافة) موجود شخصيا على الستيج تبع بيثيسدا بE3 وبيكون فيه عروض ديمو طويلة للعبة .

متى راح يعرضون اللعب اخوي ربيع ؟
 

FANTASTIC DREAM

sugar man, colors to my dreams
مجهود يذكر فيشكر.. ، فعلا مو شيئ جديد عليك ، شكرا فارس .
اشكرك جزيل الشكر اخوي فارس عالمجهود الجميل
يعطيك العافية يافارس على الترجمة

عفواً.

عطنا البث يا ربيع @@
 

Anaxïmandrøs

True Gamer
متى راح يعرضون اللعب اخوي ربيع ؟

0w0SReA_d.jpg


يعني بتتسرب العروض في أي لحظة
 

Sultan/X

Banned
اللي فهمته كُل هالوقت إن دور "الكاتب" في عملية تطوير لعبة هو عمل ملئ بالحدود، لازم تعمل في حدود الكونسيبتز المختاره و حدود القرارات الكثيره اللي يقررها مجموعة مصممين اللعبه، ما أعتقد مستوى القِصه مرهون فيه.
ياخي نبي عامل قصصي بالعاب الرعب يعمل ثورة، اخر عمل ويمكن العمل الوحيد اللي قدمت القصة والشخصيات بعمق لا ينسى هي Sh2 والسلسلة بشكل عام من الاول لرابع، انا متأكد ان في جوانب كثير بتبدع فيها اللعبة لكن المعتاد والمتعارف علية ان الالعاب من ذا النوع ضعيفة من الناحية القصصية والشخصيات وتطورهم. مابيضر لو ابدعنا بالقصة شوي.
 

hussien-11

Senior Content Specialist
بعد قراءة المعلومات الي حطها فارس، أعتقد احنا قدام ماستربيس.

ولا زلت ألمس تأثير واضح لسايلنت هيل على ايفل ويذن.
 

ABUALI

True Gamer
حبل الحماس كان مشدود، إرتخى والآن إنشد وعلى وشك الإنقطاع!!
شكرا فارس..

مع حسين، شكلنا مقبلين على ماستربيس... ريزي4 هذا الجيل
 

Anaxïmandrøs

True Gamer
عبد الله راح يتشهد من هالخبر :laughing:

جوهاناس تلميذ لميكامي ومتأثر بأسلوبه.. بالمناسبة هو يتكلم اليابانية بطلاقة وصغير بالسن وعنده Vision جديدة ،والشيئ الممتاز هو دور ميكامي العميق بعملية التطوير وإحاطته الشاملة بالمشروع من كل الجوانب .
 

Nostalgic

True Gamer
id Tech! آه، مش على أساس اللعبة يتم تطويرها بمحرك UE4؟ إشاعات E3 2017 قاسية. :(

الجزء الأصلي كان جيد مع الكثير من المشاكل بنظري بس متفائل بشكل كبير بالسيكول. أتمنى لمسات سيريالية وهلوسة أكثر!
 

FANTASTIC DREAM

sugar man, colors to my dreams
عبد الله راح يتشهد من هالخبر :laughing:

بالنسبه لعبدالله، ما أعتقد له داعي إطلاقاً تخاف أو يقلق على مستوى الجُزء الثاني، من المقابله.. إشراف ميكامي تأثيره واضح:

إهتمام شديد في كون الأعداء كلهم مختلفين جِداً عن أي وحش واجهته في الجزأ الأول، عبرو عن ملاحظتهم لإعجاب الناس بالكيبر لكن هم يبغون يصممون أعداء جُدد و مواقف جديده، لإنهم يبغونك متفاجئ دائماً.
واحد من أكثر الأشياء اللي ميكامي دخل في تطويرها بالسيكوال... هي الpacing في اللعبه، هم سوو كثير من الإختبارات و التحسينات و إلى أخره.
إيفل ويذن 2 ما زالت لعبة رعب نجاه، سيكون هُناك أكشن و سيكون هُناك تصويب لكن لبست لعبه مرتكزه على التصويب، أنت ليس ليدك الكثير من الذخيره، و الأعداء مرعبين و أقوياء، و أنت لديك العديد من الطرق لتواجه الأعداء من الكومبات، إلى الستيلث، إلى الأفخاخ، أو حتى في بعض الحالات: الهرب، أنت تحتاج أن تختار الوقت المناسب متى تستعمل مواردك.

لو كان ميكامي هو مخرج إيفيل ويذن 2، كان ما تجاهل نقطة إن لعبة رعب تحتاج قدر هائل من التجديد عشان تنافس توقعتات اللاعب، لإن هذا شيء من صميم فلسفته كمصمم.
في النقطه الأخيره، اللي وصفته المقابله في النقطه الثالثه.. هو بالزبط اللي كان يحصل في إيفيل ويذن الأولى، اللعبه اللي بشكل مُباشر كانت vision ميكامي.
في النقطه الثانيه من المقابله، هذا تأثيره المباشر على السيكوال، أنا إحتسيت من المقابله إن تأثير ميكامي على السيكوال كبير جِداً، و راح يتأكد إنه يطلع بالمستوى المِثالي.
 

Kaido III

Lost Radiant
id Tech! آه، مش على أساس اللعبة يتم تطويرها بمحرك UE4؟ إشاعات E3 2017 قاسية. :(
يستخدموا إد تِك6 وهذا محرك دووم جدا ممتاز وسلس، أفضل لعبة تقنيا في تاريخ بثيسدا
 

LegendaryK

True Gamer
يستخدموا إد تِك6 وهذا محرك دووم جدا ممتاز وسلس، أفضل لعبة تقنيا في تاريخ بثيسدا
انا ماعجبني الانميشن في دووم ٢٠١٦ اشوفه خشن مرة وشبه الي
يعني اللي اشوفه بايفل ويذين ٢ اثبت لي حاجة ان المطور له دور كبير في اتقان اللعبة
لانها افضل واكثر واقعية من دوم بالانميشن بشكل واضح جدا
 

Kaido III

Lost Radiant
انا ماعجبني الانميشن في دووم ٢٠١٦ اشوفه خشن مرة وشبه الي
يعني اللي اشوفه بايفل ويذين ٢ اثبت لي حاجة ان المطور له دور كبير في اتقان اللعبة
لانها افضل واكثر واقعية من دوم بالانميشن بشكل واضح جدا
بالعكس دووم الانميشن تبعها سلس جدا 60 فريم ثابته كالصخر حتى كمظهر كانت جيدة جدا

أقدر أشوف ايفل وذن 2 بالراحة بتتفادى مشاكل الجزء الأول التقنية لو استغلوا المحرك صح
 
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