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واخيرا تريلر The Last Story ( يس واو)

اللعبة شكلها جينيرك آر بي جي #16654 بس مع ويماتسو ساوندتراك

وش تاريخ نينتدو مع الاربيجي اجمالا بسيط
ننتدو من أحسن ناشرين الآربي جيز الموجودين, على الأقل أحسن من لفل5 اللي الناس هنا قاعد ترفعها للسما =_=

سكوير فشلت في مشروع واحد فقط والكل متخوف من مشاريعها القادمة شوية واقعيه
المشروع اللي باع 6 ونص مليون للحين ؟ =\
 
ننتدو من أحسن ناشرين الآربي جيز الموجودين, على الأقل أحسن من لفل5 اللي الناس هنا قاعد ترفعها للسما =_=

+1!111!!1
 
^^^ اطلعوا بره

نرجع للعبه, الصور تبشر بالخير واتمنى يحلوا مشكلة الفريم ريت اللي كانت ظاهره بعرض اللعبه بقوه, غير كذا فيه اشياء كثيره تبشر بلعبة قوية والله يستر من حكاية نشرها خارج اليابان لاني ماني شايف اي تلميح لها او لزينو بليد.
 
ننتدو من أحسن ناشرين الآربي جيز الموجودين, على الأقل أحسن من لفل5 اللي الناس هنا قاعد ترفعها للسما =_=

متاكدين انكم تتكلموا عن نينتدو ؟

جيل الكيوب كله ما نشرت الا لعبتين مادري ثلاثة وجيل 64 ما نشرت الا لعبة حتى هالجيل لاست ستوري هي ثالث لعبة اربيجي وواضح انها الاخيرة

نينتدو من عمرها ما عندها الا انجلت سيستم كفريق اربيجي والاعوام الاخيرة اشترت مونولوث فقط مش اكثر

العابها الاربيجي على الكونسول قليلة جدا تاريخياً وحتى حالياً

ماودي اطول بالموضوع بس لازم نتكلم بلغة الارقام على اساس اوضح نقطتي
 
لفل 5 مثلا طلعت ألعاب أكثر الجيل الماضي ؟ لعبتين دارك كلاود و روج جالاكسي , لا تقلي دي كيو8 رجاء -.-.
 
حتى لفل 5 مش ناشر كبير لكنه قاعد يتطور وينمو بالوقت الحالي
 
شرح لنظام القتال من Gpara

Last week's Nintendo Conference event saw The Last Story get a final release date of January 27. But that's not all. Nintendo also gave the game its playable debut, allowing attendees to sample the latest title from Mistwalker and the first game to be directed by Final Fantasy creator Hironobu Sakaguchi since Final Fantasy IV.

Gpara posted impressions of its play test. Most of the battle system details were previously known (see this story for a summary), but it's good to hear that they actually exist in a playable form.

The demo had players control main character Elza and advance into a cave while defeating enemy monsters. This was apparently a section of the prologue, and accompanying Elza was Yuris, a magic user.

Controls, through the Wiimote and Nunchuck combo, had the Nunchuck stick used for Elza's movement. If an enemy is in the direction of Elza's movement, Elza will automatically draw his currently equipped sword and begin attacking automatically. You can press A to do an evade move. "C" makes Elza use his special "Gathering" ability, which makes a blue light emerge from his righthand and causes all enemies to gather around him.

The presence of Yuris made the Gathering skill a must for the demo. Yuris can take many tens of seconds to cast his powerful magic spell. However, if struck by an enemy during this time, he'll fail to cast the magic. By having Elza use Gathering, you can draw the enemies away from Yuris, giving him the required charge time.

Elza is also equipped with a bow gun. This can be used to take out objects from afar. For example, you can hide behind a wall or position yourself behind enemies to attack from safety. The demo sequence had some enemies who were capable of using heal spells, so taking these out first via the bow gun was a must.

Unfortunately, Gpara didn't mention if the bow gun's targeting makes use of Wiimote aiming.

The dungeon also demonstrated a second area of magic use. Outside of defeating enemies, Yuris' magic can be used to destroy pillars, bridges, and other background objects. The collapsing objects will kill enemies that happen to be below them.

As the demo progressed, Elza and Yuris met up with two additional allied mercenaries, Seiren and Quark. The enemies got tougher, and eventually the Gpara reporter found himself in a battle with a massive boss. This boss was capable of performing continuous wide ranging close range attacks (does that make sense?), making the evade move a handy feature -- evade an attack, then have Elza attack for himself. The boss was also surrounded by standard enemies, so Gathering was also essential. The demo came to an end following the boss fight.

Gpara's impression after its brief play test was that the game has a fast, invigorating feel, as Elza's automatic attacks emerge quickly, allowing you take out enemies in succession by simple holding the analogue stick down in the direction you want to move. The site also felt the importance of the Gathering spell.

نظام القتال يحمس و المحادثات الي تحصل بين الشخصيات في المعارك بتعطي المعارك جو مجنون

بس الي باقي موعد اصدار لامريكا و اكون مبسوط
 
عن نظام القتال :


It looks like The Last Story was playable at Nintendo’s conference last week, and the Japanese press are beginning to release some of their impressions. Here are a few Google-translated details taken from a preview…

- 1st half of dungeon is with only Elza and Yuris
- Use the C button to gather a spell
- Spell casting will be interrupted if an enemy hits the person
- Switch between Elza’s bow and her sword anytime you want
- Elza’s bow was used to defeat an enemy witch who was hiding behind a wall and was healing all enemy characters
- Yuris can use a magic spell to blow up the bridge over the enemies
- You’ll get killed if you’re under the bridge when it’s destroyed
- – Sieren and Quark available for the second part of the demo
- Melee gameplay crisp/refreshing
- Use control stick and A to dodge enemy attacks
- Normal attacks executed automatically when you press the control stick towards an enemy when you have a sword equipped and are in range
- At the end of the demo with the boss, many normal enemies fight alongside it


شي جميل :inlove:
 
2132428705view.jpg


"For me," said Sakaguchi, "Image illustrations and characters are very important." Sakaguchi worked with Fujisaka from the start of the creation of the game's image. He attributes the game's resulting world view to Fujisaka's artwork.

After noting that there are many fans of Fujisaka's work within Nintendo, Iwata asked Fujisaka what kind of requests he received from Sakaguchi. There actually weren't too many requests, explained Fujisaka. Initially, Sakaguchi provided Fujisaka with a simple plot, but let him do as he pleased.

Sakaguchi appears to be a big fan of Fujisaka's artwork himself, particularly Fujisaka's work on female characters. He joked that if the girl whose profile is shown in the logo were real, he's give up everything for her. Iwata joked that many employees within Nintendo have fallen in love with the character.

It appears that the two creators truly worked together on The Last Story. Iwata asked Sakaguchi if he found Fujisaka's visuals to be agreeable. While Sakaguchi replied in the affirmative, he added that there were also areas where he modified the character personality and world setting to match the characters that Fujisaka created. This surprised Iwata, as he'd been under the impression that Sakaguchi had the image of his games already preset in his mind.

Early Development

Development on The Last Story began with Sakaguchi, Fujisaka and someone with a programming background (the name was not given) speaking over lunch. The three debated such things as Japanese and Western RPG styles. The game's plot emerged as they engaged in these conversations. In other words, rather than saying that the game's plot was created by just Sakaguchi thinking something up on his own, it came about as the three conversed.

A considerable amount of time was spent doing prototype work for The Last Story, said Sakaguchi. The game slowly changed over a period of about one and a half years. This approach is similar to Final Fantasy VII's creation, explained Sakaguchi, although the prototype phase was longer here. FFVII took about a year for the same phase.

During the prototype phase, the game used blocks for its characters. The team also created a square "test dungeon" which still exists in the ROM. Whenever they make changes to the gameplay systems, they'll go to that room and play.

Sakaguchi joked that they ended up throwing so many gameplay systems away that they could have made two games. Here's one system that didn't make the cut. Early on, the game had something that Fujisaka refers to as a "UFO." The world was set so that UFO-like discs would fly out from enemy spawn points. While this was eventually tossed out, elements of it and other unused systems evolved into subsequent systems.

All this work was going into the gameplay area of the game because, as Sakaguchi has said in the past, he was placing an emphasis on gameplay this time. "The true drama for the story emerges during battle," said Sakaguchi. He believes that if you were to, for example, have someone cover someone else during a story sequence, it's possible to draw out player feeling to a certain level. However, if this happens during actual battle, the player will feel a deeper bond with the ally. "This time, we wanted to make the systems first, then later insert cut scenes that matched up with this."

Iwata seems to be impressed with the results, saying "When I actually saw it for myself, it gave me the impression of a game unlike what I'd seen before."

It looks like Sakaguchi has taken the gameplay first philosophy to the extreme. Continued Iwata about his experience seeing The Last Story, "What particularly impressed me was that even though a climactic point is occurring in the story, the camera view is not forced to that climactic scene." Responded Sakaguchi, "I feel that doing it this way helps connect to the rich feel of the world. If it's a climactic scene, rather than forcing the viewpoint, we're making it so that the world that the player is seeing is everything. For example, if you imagine that something is taking place in an area where you're not looking, don't you get a little excited?"

This approach is something that was born through trial and error. While Sakaguchi admits that it's probably not perfect, he believes that the newness is important for entertainment, and even if it's a bit rough, it will make you feel a lot of excitement.

The unforced camera wasn't all that surprised Iwata, though. He was also surprised to find that you can fast forward through event scenes. Sakaguchi noted that rather than simply skipping the scene, you're actually forwarding through the scene and can read the subtitles to keep up with the story.

One Town

The Last Story has just one town -- Ruli City. Because the player will be in the town for so long, Sakaguchi wanted to make it into a place that players would love. Iwata described the town as astonishingly detailed and deep.

They've filled the town with a variety of nuances, explained Sakaguchi. He mentioned one. When you bump into someone on the street, he might shout at you "What!?". However, once you've become stronger, the person might apologize for the collision.

"It's an extremely big town, where a variety of things will occur. Even I'll still get lost in some back roads," admitted Sakaguchi.

Explained Fujisaka, "The people in town will dance, play the accordion, sit at the fountain -- there are exclusive motions just for the town."

The Last Story's Iwata Asks columns will be continuing through future installments. Sakaguchi and Fujisaka were revealed to be, respectively, director and character designer through the columns, so perhaps we can expect even more staff revelations in future updates.

المقابله طويله قلت احطها في الموضوع بعدين اقراها و اعلق عليها ..

تعديل: المعلومات الي في المقابلة خلتني ابغى انقز من مكاني من الحماس

- من كثره الافكار الي جتهم للجيم بلاي كان بامكانهم يسو لعبتين !!! واو يا ساكاجوتشي

- مدينة وحده في اللعبه وطبعا كبيره جدا لدرجه انك بتضيع من كبرها

- مشاعر الشخصيات بين بعضها بتلعب دور كبير في اللعبه كمثال اذا حصل كت سين وشخصيه من البارتي حمت الثانيه مشاعرك اتجاه الشخصيه الي حمت الثانيه بيقوى لحد معين ، هنا لا مو بس في الكت سين ، هنا بتكون داخل المعركه نفسها :inlove:

- الكاميرا ما فهمت طريقه عملها

حماااااااااااااااااااااااااااااس
 
التعديل الأخير:
لماذا مدينة وحدة فقط ؟؟ الار بي جي يحب انك تغير الاجواء ... :sadwalk:
وبعدين يعني لما اضيع في المدينة بفرح مثلا وبقول واو :confuse: ......... بنشوف بالايام المقبلة موضوع المدينة الوحدة هذه
النقطة الايجابية هنا انها بتكون مليئة بالتفاصيل ....
 
من عرض اللعبة شفت انهم يركبوا سفينة و شفت اماكن مضلمة و شفنا المدينة ( اعتقد المدينة كبيرة و بكون فيها اجواء متغيرة ) :what:

2132422117_view.jpg


يقولك الشخصية الي على اليمين في يوم بيلبس شرت ( يغيرو ملابسهم ) !!!!!
 
لماذا مدينة وحدة فقط ؟؟ الار بي جي يحب انك تغير الاجواء ...
وبعدين يعني لما اضيع في المدينة بفرح مثلا وبقول واو
المدينة و حرية التنقل حاجه افتقدنها من زمان اكيد باقول على المدينه "واو" لا و كمان تجي المدينه ضخمه هنا من حقي اقول مليون واو
 
-- a big revelation considering the Final Fantasy creator hasn't fully directed a game in 18 years


نعم !؟ ممكن حد يفهمني

هيرنوبو ساكاغوتشي من الجزء الخامس و طالع ( على ما اذكر ) ما مسك إخراج أي فاينل فانتسي ، بس لا تفكر انه ترك اللعبة و خلاص مثلا P: بالعكس هو كان يشتغل على اللعبة دايما و يحط الكونسبت و يشرف على اللعبة مع بقية أفراد فريق العمل ، وهو الي جاب الكونسبت الرئيسي لـ فف7 و 8 الي هم أفضل جزئين في السلسلة .
 
جاب الكونسبت الرئيسي لـ فف7 و 8
ساكاجوتشي كان بهاواي يشرب مارتينيز لمن طوروا 8,دوره ثانوي جدددًا.
 
ساكاجوتشي كان بهاواي يشرب مارتينيز لمن طوروا 8,دوره ثانوي جدددًا.

ساكاغوتشي جاب كونسبت السورسرر أيام فف7 لكن شالوا الفكرة و عملوا عليها فف8 ، لذلك الكونسبت بالأصل كان من ساكاغوتشي أيام فف7 .
 
تفاصيل جديدة تتعلق بالسحر و ......

- Circle will show up on the ground at the magic’s point of impact when casting magic
- Circle you see is the Magic Circle
- Use the circle to your adventure in different ways
- Elza’s wind-based technique can make the Magic Circle spread out and hit enemies
- Different effects put on the enemy based on the elemental properties of the magic
- Magazine shows enemies being put to sleep if they’re struck by the advancing magic waves
- Also use the Magic Circle to infuse your weapons and elemental properties
- Character’s weapon can temporarily obtain elemental properties of the magic which caused the circle if they’re inside the circle

احس اني بشوف لها عرض جديد قريبا ( لان كثرت المعلومات عنها )
 
التريلر الثاني للعبه

[video=youtube;daW8F7HvW1U]http://www.youtube.com/watch?v=daW8F7HvW1U[/video]
 
اللعبة هذه ستثبت نفسها كواحدة من أفضل العاب الأربي جي هذا الجيل وستتأكدون من كلامي
 
يسسسس احساسي كان في مكانه

العرض مذهل O_O :surprised:

(ابي اشوف عرض للقتال اكثر ) :inlove:
 
التعديل الأخير:
بعد كل عرض او معلومه عن اللعبه احس نفسي بانفجر من الحماس

اللعبه باين عليها بتكون جباره والعرض الاخير اكدلي هذا الشيء .. افكر آخذها ياباني لو ما اعلنوا نسخه امريكية
 
العرض الثاني حمااس , الجرافك حلو شكلة و تعدد الشخصيات رائع

اتمنى يعلنون عن النسخة الامريكية
 
شباب في مقاطع CG في العرض, هممم شكلهم شغالين من الخاطر فيها من الفيديو يبين ان اللعبة جودة جودة جودة, الجرافكس - تصميم الشخصيات - التمثيل الصوتي (الياباني) - وجود CG's - الموسيقى - و الأحداث شكلها بتكون ممتعة
 
للي شاف العرض هل ال
الصبي الي في نهاية العرض هو البطل والشاب الي يمسكه هو صديقة الي صوب المطر ؟؟؟

ماعرف اساميهم :sweat:

تعديل : البطل اسمه Elza
 
التعديل الأخير:
^
صحيح كلامك علاقة Elza بـ Quark قويه ، و من فتره طلعة اخبار تقول ان Elza و Quark اتقابلوا و هم صغار + Elza بالنسبه لـ Quark بمكانه اخوه الصغير
 
العرض الثاني رهيب بس مافيه جيم بلاي...
اللعبة شكلها مكلفة .
 
صارلي اكثر من عشر مرات شفته وللحين اشوفه ( صح مافي جيم بلاي بس الرهابة تشع من العرض )

F.JUBRAN : اي انه بعد سمعت انه Elza مرتزقة و مادري ايش خخخخخ و له طموحات ( شكلها بتكون من الالعاب الي مابنساها )
 
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