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O jogo que mais curti no Switch.
Vi aqui, basicamente um Dualshock 3, não tem motion Tracking. Tem. Um Tumblr evoluído que parece bem interessante.
Mas interessante a câmera tb.
A câmera do joycom não faz motion Tracking do controle não.É haptic feedback mesmo
http://ir.immersion.com/releasedetail.cfm?ReleaseID=1007907
https://www.immersion.com/core-gaming/
Bagulho é avançado e caro
P.S.: E tem motion tracking sim, a câmera IR bombada dos joycons é que faz. Detecta distância, movimentos e etc de objetos à sua frente.
É que o Mario só tem um video e não mostrou muita coisa.Não curtiu o novo Mario?
E Zelda eu até entendo pois pegarei no wiiu também, mas o novo Mario eu curti bastante (tirando a parte bizarra da cidade, mas podemos ter muitas surpresas no jogo). Gostei também deste aqui Arms e um que esqueci o nome e é bem cooperativo.
É que o Mario só tem um video e não mostrou muita coisa.
Não teve gameplay como os outros games apresentados. E uma pena não sair junto com Switch, seria um sopro de ar fresco porque no início o Switch não passa de um Wii U 2.0.Não mostrou muita coisa? Pra mim foi um dos videos mais completos e mostrou muita variedade de cenários e coisas, aliás achei até que o jogo já sairia no lançamento do console, deve estar bem avançado.
Porém a Nintendo tem que segurar mesmo, pois não valia a pena sair agora junto com Zelda. Só acho que não deveria esperar até o Black friday pra lançar, porém até lá deveremos ver bastante coisa do jogo, já me empolgou bastante, tirando a parte da cidade que fiquei meio cabreiro o restante gostei muito de ser mais mundo aberto, não que eu não goste de galaxy, pelo contrário amo os 2 mario galaxys, mas também adorei mario 64 (sei que infelizmente você não gostou) e também adorei sunshine, por isso esse me empolgou bastante.
Aliás só devo pega o switch quando este novo Mario for lançado pelo visto, pois Zelda pegarei no WiiU e devo pegar PS4 antes do switch.
Falou!
Não teve gameplay como os outros games apresentados. E uma pena não sair junto com Switch, seria um sopro de ar fresco porque no início o Switch não passa de um Wii U 2.0.
E pelo vídeo me lembrou o Sonic Adventure, o que não é algo ruim.
Seria até legal se tivesse o Sonic. Kkk
Única coisa que fiquei preocupado que no vídeo tem poucos momentos de plataforma.
Seria fenomenal, gostaria muito que o Sonic aparecesse, já que o estilo visual ficou semelhante.Você foi generoso em chamar WiiU 2.0, pra mim é WiiU 1.5 ainda kkkk
E acha que aquilo apresentado é só CG? Pra mim está só sem HUD , mas é o gameplay mesmo. Acredito que no final terá sim as partes plataformas, assim como foram em sunshine que a parte sem FLUD eram bem plataforma e desafiadoras.
Acredito que irão mais uma vez inovar bastante neste Mario, diferente do que muitos acham que Mario é mais do mesmo este parece que vai ter uma variedade de ambientes e gameplay absurdo.
Mas uma coisa que você falou me deixou cismado, sabe que o SONIC poderá finalmente participar de uma aventura de Mario, já foi rumorado isso uma vez, não duvido que possa ser uma grata surpresa ele aparecer neste jogo. E nem digo neste ambiente mostrado da cidade, e sim nos demais mundos loucos que o Mario irá visitar, imagina a nave dele chegando em Green Hill zone? E encontrando aquele Sonic gordinho antigo? Não custa sonhar e pela relação próxima da SEGA e Nintendo não é algo impossível.
Falou!
cadê essa info?Confirmado que dá para jogar só usando botões.
Espero que tenha um Career Mode com vários bosses diferentes, igual no Punch Out.
Isso é bom, igual ao punch out do Wii. Joguei ele praticamente todo com os motions, mas com botões a precisão é outro nível. Ainda quero ver como é jogar sério com o wii fit boardConfirmado que dá para jogar só usando botões.
Espero que tenha um Career Mode com vários bosses diferentes, igual no Punch Out.
cadê essa info?
Nintendo Switch Fighting Game Arms Playable Without Motion Controls
Fingers, not arms.
Arms, Nintendo's new fighting game for the Switch, is playable with standard button controls, Nintendo has confirmed.
The Joy-Con controllers' motion options have dominated much of Arms' marketing so far, but in a recent Nintendo Treehouse livestream, the platform-holder confirmed this isn't the only way to play.
"It's important to point out that [we've] been playing with the Joy-Con--one in each hand--using motion controls," explained Nintendo localization producer Morgan Ritchie. "But obviously if you're a purist and you like button controls, [and] you'd rather use a more traditional controller, you can of course do that as well." This was then confirmed by Nintendo's manager of product marketing, JC Rodrigo.
http://www.gamespot.com/articles/nintendo-switch-fighting-game-arms-playable-withou/1100-6446968/
Arms producer on the game’s origins, more news about content to come, controls, more
Posted on February 5, 2017 by Brian(@NE_Brian) in News, Switch
Famitsu continued its extensive Switch coverage this week by publishing an interview with Kosuke Yabuki, the producer of Arms. This is the first time we’re really able to hear from Yabuki about the game in-depth since its reveal at the Nintendo Switch Presentation 2017.
Yabuki explained to Famitsu how Arms came to be, talking about how it emerged as one of Nintendo’s various prototypes and wanting to try something new in the fighting genre. He also teased more content news to come (including characters, arms, and modes), touched on the controls, and more.
We’ve posted our translation of the interview in full below.
Arms was announced at the presentation. How did its development come about?
Nintendo is always coming up with various prototypes for games, and we were involved in that process where ideas go on to become new games. Out of these numerous prototypes, we chose one that would fit well alongside the Switch’s launch, and it became the basis for Arms.
I’m assuming that these prototypes are created to test very basic gameplay concepts. So, what kind of concept did Arms originate as? I would imagine it started as a boxing game where the characters’ arms would stretch out…
No, it was not originally a concept for a boxing game. There are many fighting games, like Street Fighter or Super Smash Bros., or even “3D fighters” like Tekken, where the game is viewed side-on. Since the beginning of fighting games, the side view has been the mainstream, but I’ve always thought, why couldn’t we do it a little differently? However, it can be difficult to gauge depth in games where the camera is behind you. So I was absolutely convinced that it would not be suited for fighting games, which require precise distance control. But the fact that your arms extend, and that it takes a bit of time for them to impact, makes it quite likely your attacks will succeed. My idea was to have the game’s tactics revolve less around whether your attack would hit or not, and more around the timing and delay between your attacks connecting. So in pursuing a new kind of fighting game where the camera is behind you and your arms extend, Arms was born.
When playing, it almost feels as though there’s a shooting mechanic in the game.
They’re punches, but there is an aspect of them that’s similar to missiles, which you’re aiming and looking for a chance to fire.
Honestly speaking, when I first saw the game, I thought it would be like the boxing in Wii Sports, where you’re engaging in very exaggerated punching motions. But, even though you can play Arms like that, if you become skilled enough, you can also evade your opponent’s attacks perfectly, and predict their movements to land your own attacks. So if you put some effort into playing, you’ll be able to enjoy that sort of strategical gameplay.
We had no reason to create another Wii Sports. As someone who worked on Mario Kart, I’m always coming up with ideas to spice up the gameplay by adding unrealistic movements and gimmicks.
At this event, there are five characters available, each with three different types of arms. Will there be more characters in the retail version?
There will be more characters, with more arm types. What we have available today is just a portion of what will be available in the full game. You can look forward to more information gradually coming out as the release date approaches.
I see. And the five characters available here can be divided into the Balanced type, Power type, and Speed type, correct?
That’s right. Everyone has unique basic actions available to them, and stats such as movement speed and the amount of damage they inflict are also dependent on the character.
Surely some are more effective in certain matchups?
Of course. Not only the character, but the type of arms they have equipped as well.
A character can reverse their weaknesses and strengths depending on their arm choice, so players can balance them out.
For example, the Power-type Master Mummy has heavy attacks that can deflect almost any attacks thrown at himself. But if his opponent chose something like the Boomerang Arm, they could bypass his deflection by going around it.
I see. It seems like it would be strategically sound to keep at least one arm ready at all times, instead of sending both out to attack at once.
We’ve let all sorts of people play the game, and after spending some time with it, most of them decide “I shouldn’t punch too often”, and wait to react to their opponent’s attacks instead. But once they pass that stage, they do things like manipulate their opponent’s movements with constant attacks or force them into corners. Their strategic capabilities grow more advanced, so there’s a big difference in how people fight depending on their skill.
You announced a single-player and online mode, but will there be any other modes available?
There are many more that everyone can look forward to… but I can’t talk about them (laughs). Having only 1v1 matches in the online mode would be too exhausting, so there are other modes being prepared. However, the game is boiling down to 1v1 battles in the end, with them as the main focus and the other modes being on the side.
So will those modes be challenging, unlike, say, a party game?
We’re trying to make the kind of game where your skill in 1v1 matches naturally increases as you play the various different modes.
The character designs are quite interesting too. Their arms are things like springs, ribbons, and bandages.
The five characters in the demo are all pretty straightforward, with the ‘spring’ motif as their basis. Well, aside from the girl riding in the robot (laughs). There will be more bizarre characters like her appearing in the game. The cast will be very varied, with everyone having their own unique features.
Is the time period of the game supposed to be set at some point in the future?
I hear that a lot, but it’s not quite ‘the future’. It feels kind of like older comic books to me, but everyone views it differently depending on where and when they grew up.
It’s difficult to explain this game using others as an example, isn’t it?
There are games like the Virtual On and the Gundam VS series that used this kind of camera, and some people have been reminded of them. We spent a lot of time playing games like those, so there are probably some influences from them in Arms.
I see. What was the reason you chose to use the ‘thumbs up pose’ out of the numerous control schemes available?
During the Switch’s development, we were wondering how we could hold the Joy-Con to play games. Even though it supports the standard grip, the Joy-Con fits in your palms nicely if you tilt them. I thought, if we were to make a game that involved swinging the Joy-Con around, it should use that kind of grip. So, we decided to combine the prototype that became the basis for Arms with that grip style. And, since the internal sensors are more accurate, you can control it with much lighter movement, so I don’t think it will be that tiring. Since there will probably be some people who aren’t good at the physical controls, we made it possible to play using the buttons as well. They can use the buttons on the Joy-Con, or the Pro Controller. It is also possible to play using just one Joy-Con, so you can share the fun and play with others.
Can they play without any problems, using only one Joy-Con?
Yes. But their available actions might be a little limited. So you should use two Joy-Con when you’re looking to get serious… that’s how we designed the game.
What were the reactions from people who played the demo at this event?
I think they were able to understand the controls immediately. But many people were using wild movements, perhaps because they were used to doing that on the Wii. Of course we are making it possible for people to enjoy the game like that as well. But we think that once they move past that stage, people will be able to fight more calmly and aim at their opponents, so I think we’ll have to give people different kinds of advice to help them reach that level.
Well, I’m sure if we watched the skilled development staff fight each other, we’d see the kind of intense action you see in international sporting events.
We used the version of the game available here to hold a tournament with members of the development team as participants. When it first kicked off, the people around were like “something’s going on”. But by the semi-finals and the final match, many people had gathered and were causing a ruckus (laughs).
Yeah, I bet they would. After the game launches, it would be exciting to see skilled players gather for some sort of tournament as well.
I’m hoping the game will be able to generate that kind of hype.
Finally, could you say something to the readers who are looking forward to the game?
Arms is a brand new IP, so we’re starting from scratch. Our goal is to make a game with an enjoyable physical control scheme, that also has a lot of strategy and technical gameplay. I look forward to getting feedback from everyone, because I believe this game has aspects that will evolve together with the playerbase. So I hope you’ll look forward to it.
http://nintendoeverything.com/arms-...ore-news-about-content-to-come-controls-more/
O Wii Sports tinha vários jogos mas, na prática, só o boliche prestava. Esse daí é o de boxe melhorado. Realmente o preço está caro. Tinha que ser mais barato que o zelda, pelo menos.
- Terá mais personagens, cada um com características únicas.
- Modos de jogo diferentes, além do 1v1
- Pode ser jogado sem o uso de motion controllers
- Pode ser jogado com apenas um joy-con, mas as ações podem ficar um pouco limitadas
- Gameplay técnico e estratégico, com foco no timing e no delay entre os golpes.
Compra certa para mim. Espero que a jogabilidade fique boa com um joy-con apenas, por que eu pretendo jogar em multiplayer no kickstand mode.
É por isso que evito reclamar de preço quando se tem apenas um teaser e sem nem data de lançamento.- Terá mais personagens, cada um com características únicas.
- Modos de jogo diferentes, além do 1v1
- Pode ser jogado sem o uso de motion controllers
- Pode ser jogado com apenas um joy-con, mas as ações podem ficar um pouco limitadas
- Gameplay técnico e estratégico, com foco no timing e no delay entre os golpes.
Compra certa para mim. Espero que a jogabilidade fique boa com um joy-con apenas, por que eu pretendo jogar em multiplayer no kickstand mode.
Esse é mais um jogo que, se emplacar, a Nintendo poderia fazer rios de dinheiro com micro transações (o que poderia até diminuir o valor de entrada do game). Eles estão testando esses modelos nos mobiles, e espero que eles percebam que é mais vantajoso vc tornar o game mais acessível a todos e monetizar de outra forma (que não impacta no gameplay) ao invés de querer forçar esses preços altos. É claro, podemos citar Overwatch como exemplo de um game vendido a $60 e que ainda assim faz rios de dinheiro com micro transações. Mas daí temos que considerar a base total que a Blizzard teve para vender o game, enquanto que a Nintendo só terá o Switch (e recém lançado ainda por cima).