والله معليش, صحيح أني أحترم يو سوزوكي كمصمم مبدع, بس بصراحة لعبته Psy-Phi مازالت أفكارها مقتبسه بشكل كبيييييييييييييييييييير من لعبة Senko no Ronde. شوفوا موقع هذه اللعبة وصورها واحكموا
http://grev.co.jp/ronde/index.html
الله يهديك أخ Mukuro انت دحين قلت انها مقتبسة لأي سبب ؟
مجرد انها لعبة قتال shooting head to head ليس معناه انه قلد هذي اللعبة
ومجرد انه استخدم التوتش سكرين مش معناته انه قلد النينتيندو DS مثل ما أنت أتفضلت وقلت
هذا الكلام , الهرجة هي كيف هو استخدم هذا التوتش سكرين ........... هنا الابداع
مع احترامي لالعاب الDS بس انا ماشفت لعبة تستغل التوتش سكرين بهذا الابداع والاحترافية
يعني مثلا دحين فيرتشوا فايتر اول لعبة قتالية في العالم هل هذا معناه ان تكن قلدتها !
العبرة في تفاصيل اللعب الدقيقة
أخ Mukuro انت قريت اسلوب اللعبة سواء في التحرك او الهجوم او الدفاع او الكاونتر او الضربات
القاضية وأسلوب الساي فاي نفسه ..................... كلها مبتكرة والمصيبة انها احترافية كمان
يعني لو على سبيل المثال قلنا فيرتشوا فايتر 4 , هذي اللعبة اكثر لعبة قتالية احترافية شفتها
هل برايك من السهل انهم يصنعوها لتكون بهذي الاحترافية ؟
طبعا لا ................... فما بالك بلعبة قتالية توتش سكرين .............. معجزة
ناهيك ان اللعبة اللي بتهرج عنها هذي ان شفتلها عروض من اول وما فيها اي شبه في الانظمة القتالية كحقتها مع لعبة ساي فاي اضافة ان اللعبة قتال مركبات فضائية مش قتال شخصيات
وهذي صورها :
وهذي صورة لساي فاي :
طبعا الفرق ما ينعرف بالصور , لكن انا حبيت اني اوضح ان هذي مقاتلين وهذيك مركبات
تبغى تقرا عن اسلوب اللعبة انصحك انك تقرا هذا الكلام :
هذا كلام الIGN عن لعبة Psy-Phi :
Quote:
JAMMA 2005: Hands On with Psy-Phi
Yu Suzuki and AM Plus try out something totally different.
by Anoop Gantayat
September 1, 2005 - A lot has happened since Yu Suzuki left AM2 to form his own
internal studio, Digital Rex. Sega has since been bought out by Sammy, and its
development structure has changed so drastically that we're not even sure who's
making what anymore. Somewhere along the way, Digital Rex itself got lost in the
shuffle. The studio is now known as AM Plus.
Digital Rex, AM2, AM Plus, or whatever name he's working under, Suzuki's first
new game in a long time has at last been announced, and it's definitely a game
you'll want to keep an eye on. Sega debuted Psy-Phi (pronounced Sci-Fi) at the
JAMMA arcade show in Japan on Thursday, with the title serving as Suzuki's first
attempt at development for the next generation Lindbergh arcade board. Suzuki is
actually listed as the title's director -- a good sign that he's getting
personal with this one.
Psy-Phi, set for final arcade distribution in Spring of 2006, is a fighting game
with a futuristic visual theme. Think Microsoft's Phantom Dust, with its
particle effects and sharp visuals and you'll have a general idea of what to
expect visually from the game. Gameplay is a bit tougher to explain, and we'd
suggest that, before reading on, you take a look at the movies we've uploaded.
Taking one of Sega's recent arcade trends to the extreme, Psy-Phi doesn't
feature a joystick or buttons. The game is played by having players directly
interact with a 29-inch screen. That's right, Sega's equipped each Psy-Phi
arcade unit with a 29-inch touch panel, and this serves as your only means of
interaction with the game.
We stated that Psy-Phi as a fighter, but it's actually like no fighter you've
ever played -- and that's not just because of the control setup. Instead of
taking place on a fighting field, Psy-Phi places two combatants in the air. You
view the action from behind your character's back and can see your opponent in
the distance. You can't actually approach your opponent. The two of you are
locked into battle at a fixed distance.
Your freedom of movement in the air is so limited that you might be concerned
upon first starting up play. The screen has icons in its four corners
corresponding to four quadrants into which your side of the battlefield is
split. Tap one of these marks and your character will dart off into the
corresponding quadrant. That's it -- just four choices of where to make your
character go next. The enemy is also located in one of four quadrants at all
times, so you're not at a disadvantage.
While movement is limited, the game makes up for it with plenty of attack
options. Your basic means of attack involves tapping the enemy quadrant into
which you'd like to fire. Your character will then shoot a quick laser blast
into the screen in the indicated direction, striking the enemy if he's in the
right quadrant at the right time.
Stronger attacks are available, but require better, and more daring, timing. If
you hold down your finger in one location, your character will proceed to send
out a single strong blast into the corresponding quadrant. If you're a real
showoff, you'll want to try holding down your finger directly on your opponent.
This will lock you into your opponent and you'll be able to send out powerful
blasts which will hit the opponent no matter where he moves.
A couple of the attacks are sneakier. You can fire into two quadrants
simultaneously by drawing out a line connecting the two quadrants. But real pros
will want to try out the snipe attack. When your opponent moves to a new
quadrant, the destination is flagged with a red mark. Touch this mark and you'll
send out a blast in that direction -- basically shooting at your opponent's
anticipated destination, just like a sniper would.
There's some defense included as well. In addition to merely dodging attacks by
moving between quadrants rapidly, you can also reverse incoming fire. When an
enemy shoots at you, if you touch the point of impact with proper timing, you'll
send the enemy's attack flying back at him.
Reversals and standard attacks are good and all, but to really let your opponent
know who's boss, you'll have to use special attacks. By pressing and holding
your finger against your character, you build up a special meter. Fill it up and
you gain access to a "Psy" move, with the Greek "psy" appearing in the center of
the screen. Press the psy button and a pattern appears on screen. Successfully
trace the pattern with your finger and your character launches a special move.
You also have a choice of, rather than using the psy move, charging up your
character to "Phi" level, which results in a different special move.
Sega reps explain Psy-Phi at JAMMA.
Psy-Phi seems to have the magic formula for greatness. It gives players a simple
control scheme -- something that anyone can pick up and play, because what's
more intuitive than just pointing at the screen? Yet despite the simple input
system, the many offensive and defensive options could make for intense battles,
especially if you have two players who know the timing well.
Timing seems to be one of the main factors in determining how good you do in a
Psy-Phi fight. If you charge your special attack, you open yourself up to being
locked on to and taking a big beating. If you just move around at random, you'll
probably run into an attack, seeing as how there are just four areas for
movement and your opponent can easily attack two areas simultaneously.
Suzuki and crew are giving Psy-Phi a few frills aside from what we hope will be
a well balanced fighting system. The game will have multiple default characters,
of which four were available for play in the JAMMA demo. You can customize your
character, although specifics have yet to be revealed. The game will also use
another recent Sega staple, IC cards, allowing for history and character
variations to be saved.
We weren't able to try out customization or the IC card features, but we were
able to try out one of the stranger features of the game. Once you've selected
your character, and while you're waiting for an opponent to join, you can
interact with the character by touching it. We touched the character we'd
selected (we'd chosen Vient, a female character) on the shoulder and she reacted
by falling back. We were too shy to try and touch her in more interesting areas.
Surprisingly (given Suzuki's history as a graphical pioneer), Psy-Phi is,
visually, the least impressive of the Lindbergh games shown so far, looking not
too far off from what could be achieved on an Xbox. It's still fun to watch,
though, especially with your finger interactions making lines on the screen just
like in a DS game.
Perhaps limited visual technology is all the better with Psy-Phi. If the game
takes off in the arcade, we may want a home version -- and there's only one game
system around with a touch panel, and it ain't pushing millions of polygons