Eu não duvido que fique melhor que o primeiro.Mais uma do Thomas Mahler.
If Will of the Wisps only becomes a ‘solid’ game, I should probably quit my job. We have a design team now that worked on Blind Forest, the Rayman games and AM2R all working together to turn WotW into a landmark title. Our goal from the start was for Will of the Wisps to become to Blind Forest what Super Mario Bros. 3 was to the original Super Mario Bros - we’re trying to perfect the formula as much as possible. And we obviously took a good look at other games that released after Blind Forest, like Hollow Knight, and are trying to improve upon what they brought to the table as well.
But that’s all coming from a dev. In the end, you guys will decide if we succeeded, I just can’t wait for everyone to jump in and play - it’ll be awesome
Confiante ele está! Depois do que fizeram no primeiro, tem Todo crédito.Mais uma do Thomas Mahler.
If Will of the Wisps only becomes a ‘solid’ game, I should probably quit my job. We have a design team now that worked on Blind Forest, the Rayman games and AM2R all working together to turn WotW into a landmark title. Our goal from the start was for Will of the Wisps to become to Blind Forest what Super Mario Bros. 3 was to the original Super Mario Bros - we’re trying to perfect the formula as much as possible. And we obviously took a good look at other games that released after Blind Forest, like Hollow Knight, and are trying to improve upon what they brought to the table as well.
But that’s all coming from a dev. In the end, you guys will decide if we succeeded, I just can’t wait for everyone to jump in and play - it’ll be awesome
Nesses jogos AA a Microsoft tem acertado a mão. Temos CUPHEAD e o Ori que estão facilmente entre os melhores dessa Geração e isso mesmo considerando os AAAEu não duvido que fique melhor que o primeiro.
Aliás, aposto nisso.
Então, dificilmente sai uma coisa menos do que incrível.
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Mais uma do Thomas Mahler.
If Will of the Wisps only becomes a ‘solid’ game, I should probably quit my job. We have a design team now that worked on Blind Forest, the Rayman games and AM2R all working together to turn WotW into a landmark title. Our goal from the start was for Will of the Wisps to become to Blind Forest what Super Mario Bros. 3 was to the original Super Mario Bros - we’re trying to perfect the formula as much as possible. And we obviously took a good look at other games that released after Blind Forest, like Hollow Knight, and are trying to improve upon what they brought to the table as well.
But that’s all coming from a dev. In the end, you guys will decide if we succeeded, I just can’t wait for everyone to jump in and play - it’ll be awesome
O meu não para de tanto jogo que estou jogando, vai saber néMeu one ta pegando poeira na sala, só não vendi por causa desse jogo, um dos que eu mais espero!
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Between Blind Forest's launch and Will of the Wisps' announcement, a few other games hit the market - the likes of Axiom Verge and the superb Hollow Knight released, and the impact of Ori was muted a little. Metroidvania has been evolving over the past few years - it's probably fair to say we're in a renaissance of the genre - and all that's doing is serving as more fuel to Moon Studio's passionate fire.
“A lot of what we’re doing with Will of the Wisps is trying to perfect the genre, perfect Metroidvania. We looked at a lot of games that have come out since the first Ori - Hollow Knight, Axiom Verge - and studied them and researched them," explains Thomas Mahler, CEO of the Vienna-based Austrian Moon Studios. "Now it’s our turn to take it to the next level. That’s how Ori evolves. We look at what’s been done since the last game, and we push it further. We take it further. It’s pretty bananas! I’m such a fan of the genre, you know, and of course we’ve taken things from the game’s we’ve researched, but it’s more about taking Ori to the next level… we deeply care what the community says and thinks, and more than anything I think you can see that in how [we develop our games].”
The inspiration of something like Hollow Knight is undeniable here. As Mahler talks to us, he finds an NPC in the game that travels through the world and sells you maps… similar to Cornifer’s function in Team Cherry's cult Metroidvania hit. Also, where Hollow Knight had Charms that alter elements of your speed, magic or agility, Ori and the Will of the Wisps has Spirit Shards… that operate in almost exactly the same way. “In the first game, you had the ability tree that was quite simple in how it progressed, but this time around we thought it would be much cooler if we added more variety to complement the added combat and platforming variety.”
You can only equip a few Shards at a time, so you need to decide if you’re going to be more defensive or more offensive, or if you want more passive perks. It’s very different to the structure of the first game, and it affects how you approach the game from a fundamental level.
Gostei demais disso. As mecânicas de movimentação estão ainda melhores, eu não consigo lembrar de nenhum metroidvania cruzando o mapa tão rápido. O Bash no primeiro jogo já era sensacional e uma mecânica que deveria ser copiada na cara dura por outros jogos de tão boa. Agora incluíram um tipo de dash, além da travessia mergulhando na areia.Quanto mais vejo coisas desse jogo, mais dá vontade de jogar logo. Hoje, divulgaram o tal do Spirit Trails, um modo de jogo que é uma espécie de Time Trials, uma competição de ir do ponto A ao ponto B em menos tempo, competindo com amigos e o mundo em um ranking global.
We are super excited to announce our all new Spirit Trial mode at Gamescom 2018. Spirit Trials will be found throughout the world of Ori and allow players to asynchronously race against their friends and the world!
Edu, o Ori anterior roda a 60fps no Xbox One normal, a 1080p, embora com alguns slowdowns pontuais mesmo.Gostei demais disso. As mecânicas de movimentação estão ainda melhores, eu não consigo lembrar de nenhum metroidvania cruzando o mapa tão rápido. O Bash no primeiro jogo já era sensacional e uma mecânica que deveria ser copiada na cara dura por outros jogos de tão boa. Agora incluíram um tipo de dash, além da travessia mergulhando na areia.
Só uma coisa tem me chamado a atenção negativamente desde os vídeos de gameplay da E3 desse ano: sempre vejo muito slowdown. Não sei em qual equipamento está rodando, mas eu já fico preocupado quando vídeos de divulgação, que deveriam mostrar o melhor do jogo, apresentam esse tipo de problema. Já não basta ver que o jogo continua rodando a 30 FPS, esse tipo de slowdown no X vai ser absurdamente brochante. Depois de mais de 40 horas jogando Hollow Knight a 60 FPS no Switch, minhas expectativas para Ori and the Will of the Wisps estão ainda mais altas.
Falha minha, Jairo, vc está correto. O target de Ori and the Blind Forest é 60 FPS, mas os drops bem abaixo disso são constantes, por isso essa sensação de framerate mais baixo. Mesma coisa que está acontecendo com o novo jogo, dá pra reparar nesse vídeo do trial que o jogo atinge 60 FPS só no final, quando não está acontecendo nada na tela.Edu, o Ori anterior roda a 60fps no Xbox One normal, a 1080p, embora com alguns slowdowns pontuais mesmo.
Eu acho que esse Ori novo vai rodar 60fps macios no X, mas na versão é arriscado ter um ou outro engasgo, como no anterior.
Questionado sobre a preocupação de alguns fãs com relação ao fato do game ser lançado já no Game Pass, Thomas Maler, CEO da Moon Studios e criador do Ori disse que a presença no Game Pass ajuda o jogo a ganhar mais jogadores e aumento a sua visibilidade entre a comunidade Xbox.
No entanto, o mais curioso foram as suas últimas palavras, onde Maler fala de grandes novidades que serão reveladas em breve.
"Em breve, teremos notícias de Ori que vão surpreender toda a indústria."
Fonte: Eurogamer
Agora fiquei curioso. O que será que vem por aí????
Apenas Ori.se a empresa vai permitir que estes estúdios façam jogos puramente single player para lançar no serviço
Aposto em Ori iniciando o XcloudQuestionado sobre a preocupação de alguns fãs com relação ao fato do game ser lançado já no Game Pass, Thomas Maler, CEO da Moon Studios e criador do Ori disse que a presença no Game Pass ajuda o jogo a ganhar mais jogadores e aumento a sua visibilidade entre a comunidade Xbox.
No entanto, o mais curioso foram as suas últimas palavras, onde Maler fala de grandes novidades que serão reveladas em breve.
"Em breve, teremos notícias de Ori que vão surpreender toda a indústria."
Fonte: Eurogamer
Agora fiquei curioso. O que será que vem por aí????
Sobre as sequências de perseguição.There was no fakery there, everything was simply recorded straight from our editor. And yup, the bosses will be nutters. And yeah, sorry about the slight delay, but that gives us a bit more time to polish... I want Moon to be known as a studio that puts quality above and beyond everything else and sometimes that takes a little more time than planned. We're working super hard to make Will of the Wisps a landmark title and it's really not that long.
Sobre (não) usar assests de Ori and the Blind Forest - os caras refizeram tudo de novo.We tried to crank all that up to eleven while also addressing the frustration concerns some had with Blind Forest... The main goal with this trailer was to show that we'll indeed have big boss battles this time around. I think the general consensus out there is that people wanted a deeper and more rewarding combat system from Ori, so our answer was to do just that and to make that all pay off, the bosses had to be unlike anything you've ever seen in a 2D game before. They're ginormous, they can destroy the environments they're in, there are always multiple strategies of how you deal with them and sometimes we even mixed escape sequences directly into the boss battles for good measure. The goal was to, just like with so many other things in Will of the Wisps, take that whole aspect above and beyond what anyone expected from the Ori sequel.
We did pretty much everything from scratch and developed a proper sequel, instead of just phoning it in. We could've reused a ton of assets and just changed things up slightly, but we wanted to really take it all to the next level... Everything had to be way better than what we did in Blind Forest, everything had to feel fresh and new and we didn't want to repeat ourselves in terms of art.