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INTERVIEW TEAM NINJA hello my friends and welcome. In an interview with Ign, Team ninja Talk about their upcoming game Wo Long fallen Dynasty. I was really excited to discover, that Yamagiwa, (yama gee wah ) a producer from Sony Japan Studio, was working on Wo Long. Yamagiwa helped publish two titles of From Softwares including Bloodborne. Up until recently I was under the impression Rise of the Ronin was Team Ninja's new Open world Nioh and Wo long flew right under my radar. So now it's time to dig into some interviews and find out what This upcoming Action RPG is all about. “As a studio, we’ve always been known for games that challenge the player, but that can’t be done without responsive controls and high playability. In that regard, Wo Long is no different from our previous titles, but this time we’ve turned to Chinese martial arts as a new style of combat,” Fumihiko Yasuda “While the Three Kingdoms period is iconic for Koei Tecmo, Team NINJA itself has never tackled it before. By merging Team NINJA’s action with Koei Tecmo’s most popular setting, you could say that Wo Long shares DNA from both sides. But Koei Tecmo has actually never made a dark fantasy version of the Three Kingdoms setting,” Masaaki Yamagiwa “It’s been over a year since I started working here. Team NINJA is a studio that’s extremely dedicated towards action. It’s a team that is focused on making games that feel good to play,” Yamagiwa “At the time, we were looking for a setting that could work for a Nioh sequel. We had already made plenty of games based on Japan’s Sengoku period, so we wanted a new setting. That’s when we came up with the idea to make a game set in China’s Three Kingdoms period. The years following the fall of the Han dynasty is a setting that Koei Tecmo specializes in, and also one I have personally always been intrigued by. I am a fan of manga and anime based on that era. A game with this setting sounded like an interesting new challenge to take on,” Yasuda “While I was still new at Team NINJA at the time, I didn’t hesitate to make myself heard at all,” Yamagiwa “It was even possible to give my opinion on the game’s concept, so in that regard it was good timing.” “To have Yamagiwa’s support from the inside of the project is really encouraging. We are developing Wo Long based on our experience of making Nioh, so while (Yamagiwa’s involvement) hasn’t drastically changed the flow of development, Yamagiwa is very adept at communicating a concept to players, so that’s definitely something we’ve raised our awareness on,” Yasuda “Producing Bloodborne was a very important experience for me. Difficult games shouldn’t be difficult just for the sake of it. I think it’s really important that this difficulty exists for the purpose of delivering a sense of accomplishment to the players once they have overcome it. That’s why I think players should always be able to blame themselves when they die. The game has to be fair and its difficulty should never be unreasonable. In that regard, it works in my favor that I’m not very good at games myself. I’ll always naturally be judging the fairness of games,” Yamagiwa “Making it a challenging game was something we had decided from the beginning. With all the legendary heroes of the Three Kingdoms period, it can come across as somewhat campy, but in reality, it was a time of war and devastation. It was a dark period in which people were constantly fighting, which is a great match for a Soulslike game. Being set in China, Wo Long is more massive in scale compared to our previous games set in Japan, which allowed us to show a more severe and dark world. The same can be said for the difficulty. There’s no doubt this will be an extremely challenging and demanding game, but we’ve come up with new ways to approach that difficulty. In that regard, players can look forward to a type of satisfaction that wasn’t present in earlier Team NINJA titles,” Yasuda ------------------------------------------------------------------- https://www.ign.com/articles/wo-long-...