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 BLOODBORNE / (Project Beast) [PS4]

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chris1515
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:19

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:20

Citation :
“Yes,” Miyazaki confirms. “There will be a New Game Plus mode.”

He laughs.

“We’re having trouble beating it, though.”
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:22

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:26

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:29

Le jeu vient juste d'être gold d'où levent. EDGE a du jouer sur une version non gold...
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:32



Classe la PS4 Bloodborne
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 18:33

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 19:18

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 19:20

Bloodborne: Impressions After 40 Hours (EDGE)


  • Playthrough did not involve Chalice Dungeon or multiplayer - they also did not complete the game in 40 hours.
  • "Bloodborne is Hidetaka Miyazaki's brutal riposte to the section of his playerbase that thinks it has seen it all before."
  • Merchant sells a clip-on lantern (hello Demon's Souls augite)
  • "Yharnam spends the game in the grip of a perpetual night...that can only be brought to an end by the player finding and finishing off the source of the scourge of beasts." (this could be referring short term like...defeat a major boss, get some daytime, or overall, I guess)
  • Description on the first shield they found: Shields are nice, but not if they engender passivity.
  • Some enemies in the game can use spells
  • Confirmed Bloodtinge stat governs bullet damage
  • Transforming strikes and their follow-up attacks give you a way of reaching enemies that in other Souls games might be out of reach because they were pushed back by your earlier attacks - they say stamina management is a more diverse process in Bloodborne than in the earlier games
  • Bloodstone shards = titanite, coldblood = portable souls, most common items are blood vials (healing) and quicksilver bullets, but stocks can grow low later in the game
  • Surplus items are automatically sent to a storage box, and if you die your items are replenished from the box automatically
  • They say your starting stats are dictated by the trick weapon you choose (which runs counter to the origins shown in the character creator...)
  • Enemies only drop upgrade mats and items
  • Very few chests, almost all have something good inside
  • Clothes found in the world or from a merchant whose catalog expands when you defeat bosses
  • Only found 6 or so weapons and 6 or so guns in 40 hours
  • Bloodgems are an upgrade item that allows you to change the attributes of a weapon, ex. increasing physical attack power, adding poison damage, or increasing scaling - all the weapons in the game are customizable with bloodgems
  • Did not beat the game but they feel like it is less replayable than its predecessors (this does not count the Chalice Dungeon or multiplayer components)
  • You can keep up to 5 dungeon configurations in your Chalice Dungeon stock
  • Lantern checkpoints are not "overabundant" like the bonfires of Dark Souls II, you open shortcuts rather than getting new bonfires (ala Demon's Souls)
  • "Discrete areas flow together to create a believable world" - separating the hub from the main gameworld allows the world itself to be more coherent, interconnectivity is present and very complex throughout the game - they compare it directly to Dark Souls' "falling apart" in the second half and say that unlike Dark Souls, Bloodborne maintains its dense, interconnected world design through the other game. They say several areas rival Firelink Shrine in terms of interconnectivity.
  • They say in Souls you are frequently scared of dying, but in Bloodborne you are also scared of what is coming to kill you - "There is a moment in Dark Souls that we will never forget: down in the Depths, picking up an item from a corpse and a slime dropping onto our head. We spent the rest of the level panning the camera endlessly for unseen threats, no longer scared of dying, but of moving. Imagine a whole game of that." - For this reason they think taking the replayability factor to CD makes more sense.
  • Torch may be very important for newcomers/first playthroughs
  • There is a new mechanic they are not allowed to discuss
  • "If you thought From Software was going soft, Hidetaka Miyazaki is about to put you brutally back in your place. And if you've been watching this generation from the sidelines, unmoved by the remasters and rush jobs while you wait for the first true essential to arrive, now's the time. As if there was ever any doubt, Miyazaki and his team have done it all over again."
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 19:58

http://m.neogaf.com/showpost.php?p=155626099

Citation :
Citation :
Originally Posted by Qvoth
Oh shit were you there?
Comments on the new trailer?


Amazing.

Chalice dungeons are...amazing. Got to play one for bout a half an hour. Got to the second floor boss. Traps, weird enemies that respawn and track you down until you kill this enemy called the bell woman (tower of latria hello).

There was a fat oiled up castrated guy who rolls around evrywhere and tries to flatten you. Funny and terrifying at the same time (cause fatass is dast as fuck).

And the atmosphere god damn the art god DAMN this is such a grade up from dks2 it isnt even funny.

Everything about the game is incredible.

As a present i got a bloodborne ps4 skin and a dead messenger notepad thing.

Par un gars qui était à l'event
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 20:15



Vidéo du donjon procedural qui était à l'essai pour les joueurs.
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Jeu 12 Mar 2015 - 22:22

Spoiler:
 

27,2 Gb
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Ven 13 Mar 2015 - 6:23

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Ven 13 Mar 2015 - 10:04

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Ven 13 Mar 2015 - 10:37

réservé !
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Ven 13 Mar 2015 - 18:03

Spoiler:
 
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Ven 13 Mar 2015 - 18:14

Spoiler:
 
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Ven 13 Mar 2015 - 18:21

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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Sam 14 Mar 2015 - 8:50

En tout cas les japonais savent mieux faire les particules de pluie ou neige que les occidentaux. La pluie dans KZ SF ou The Order 1886 est ratée bien meilleur dans un MGS y compris sur des machines moins puissantes. Dans Drive Club la pluie est mieux mais Pad top idem pour la neige alors que sur le traiter c'est réussi...
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Sam 14 Mar 2015 - 9:17

Spoiler:
 
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Sam 14 Mar 2015 - 23:26

Traduction interview Miyazaki à Famitsu

Citation :
Interviewer: Congratulations on completing Bloodborne! How are you really feeling about it now?
 
Miyazaki: I’m 30 percent looking forward to the players enjoying the game. The remaining 70 percent is freaking out. (laughs) It’s always like this. It hasn’t changed. This is the roughest period. (laughs) It’s scary…like you don’t know what’s going to happen. Development finished, before it goes on sale… this period makes me so uneasy, I just can’t stand it. Before it’s finished, there are still things you can do. Once it’s released, you can deal with problems that arise. Right now, there’s nothing I can do. So, my feelings now are a mix of hoping the game is enjoyed and a vague sense of fear. That’s how it is, honestly. I’d like to be brimming with confidence, but you have to prepare yourself mentally.

 I: You were pulling double duty as both company president and director this time around...  

M: It's weird to say that it felt natural… Being the president is a serious deal. It’s less about anticipation and more about dealing with the heavy stuff. This time I had some really talented people working on the development. There were some things I could leave to them. We started this system where I could concentrate on certain areas and trust them with others. I think they did really well. Working as both presedent and director. That’s how I want things to go from here on out. I feel like this was a valuable test run. It’s not that I’m no longer intimately involved, the process has just changed. The change wasn’t bad. Working on it cooperatively is motivating and, more than just being president and director, I guess I could say I feel like there’s nothing I can’t do. Next, they need to help me out as company president. (laughs)

 I: (laughs) How did you feel about the Playstation 4 when you were working on it?

 M: It was easy to make on the PS4. Compared to the experience we had with the “launch timing” on Armored Core 4 on the PS3, it’s completely different. I want to say the PS4 feel more compliant. It was easier to make. After the problems we had with the PS3, we were knew we wanted better, but it was even easier than we hoped. I really felt the design philosophy of the PS4.

 I: At the (completion event) at UDX theater, you got to show the “theater demo” on a huge screen. How did the fans react?

 M: While I didn't get to see their reactions when it was on screen, I really love personally hearing criticism and impressions of the game. I want to know how people feel about my work, so don’t be too harsh! (laughs) Use kind words. (laughs) User opinion is valuable and, as a creator, it’s rough when you don’t have any feedback, so I like to get a lot of different responses. I’m looking forward to hearing what people think.  

I: It seems like this game will let players make use of the Share Play feature, too.

 M: It’s a new thing to look forward to. Sharing videos and live screen sharing, too. With Dark Souls, lots of players made videos and I got to see a lot of them. Then take Demon’s Souls. When we made it, we never guessed that players would do all that, but it was suited for it and it was a wonderful surprise. I wondered if there was something we could to do cater to that kind of enjoyment. Some titles lend themselves to it and others don’t. I think there are a lot of possibilities for the Share Play feature and I want to find them. We’ve yet to see what’s going to happen with Share Play, as it is not fully utilized yet, but I feel like that's all part of the fun.

 I: Like the possibility for video that was announced today: A show where musician/actor Nobuaki Kaneko “fights for his life” in Bloodborne. (Broadcast starts March 16th)

 M: Actually, I didn’t know Nobuaki Kaneko was going to being doing it until the announcement event. I had heard about the format of the show, but I didn’t know he would be in it. His video message that was playing at the event was really intense. I was pleased. I’m also looking forward to his videos.

 I: Lastly, what’s your message for all the fans waiting for Bloodborne?

 M: I’m bad at this one. I can’t really say anything confidently but… When it says “Struggle against death in a terrifying world”, I hope players like the ‘terrifying’ part. It is my purest desire for players to feel the pleasure of winning and making it out alive. That’s why I made this game and I hope people give it a try.
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Sam 14 Mar 2015 - 23:40

Citation :
Last few things I want to clarify. People were worried that there might be a graphics downgrade. I played the alpha and now the real thing, and I can tell you that the game looks even better. In the alpha I noticed that there were some unifnished rendering on character clothing and some environmental things, but now I'm looking at the clothing textures and also the environment and 80% of my time spent in Bloodborne as of now is just looking around to all the attention to detail. It's a beautiful looking game with sublime music. You guys are in for a treat considering that day 1 is gonna improve performance as well.
Frame rate wise, its been a solid 30fps so far and I'm already used to the control and love the speed of the game. everything you do, and what the enemies do is just atleast 2-3 times faster than the previous entries.

A prendre avec des pincettes et il y aurait un patchvday ONE on aura peut être le droit à du 30 fps stable.
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Dim 15 Mar 2015 - 8:24

http://m.neogaf.com/showpost.php?p=155927884

Impression d'un joueur qui n'à jamais joué  à  un soul's. C'est joli et le shading Aliasing à l'air moins présent.

http://m.neogaf.com/showpost.php?p=155915632

Il la bien le jeu.
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Lun 16 Mar 2015 - 12:21

http://m.neogaf.com/showpost.php?p=156113044

Hand on Eurogamer Kotaku et autres sur le jeu
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MessageSujet: Re: BLOODBORNE / (Project Beast) [PS4]   Lun 16 Mar 2015 - 19:16

Citation :
- Yamigiwa says that since completing the game the team has now able to play it. He says that they kinda feel like kids going back and forth asking one another if they went to this area and how did they beat this boss.

- The world for the most part is seamless. The one exception is the Hunters Refuge where you select specifically where you want to go.

- He says that there's no actual day/night cycle, but you may go to one map and it'll be in the evening and then if you go again it could be nighttime. The enemies in those locations and their placements will change depending on the time of day. But it won't change in real time.

- They've shown a lot of the cathedral area, but Yarnham is a vast place with many different areas. He says that there's a huge variety in the locations.

- As far as forming the Chalice Dungeons go, there are various types of Chalice's in the game. The one type they've shown off is the Tumell (?) Chalice, but he says that you may find a Tumell Chalice 2 or 3. There are also other Chalice's in the game. They all dictate different things. A different part of the dungeon, different enemy sets, different difficulties etc.

- You don't have any direct control over the creation of the dungeon itself. But depending on the chalice that you use along with the ingredients that you use to create it, you can get it to lean in a certain direction.

- They ask him if the New Game+ is back. He says that it is and you can go through it a second, third, fourth etc. time around. They ask if the difficulty increases and he laughs and says "Of course".

- They ask if the team feels the pressure from how highly anticipated it is. He says yes, but if they think about it too much they won't be able to get anywhere. His goal as a producer was just to allow From to make the type of game that they always make. It's not one targeted toward western or Japanese gamers, but to gamers in general. Since that comes through in the final product, they aren't worried.
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