Author Topic: Zangeki no Reginleiv  (Read 32012 times)

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Offline NinGurl69 *huggles

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Re: Zangeki no Reginleiv
« Reply #50 on: January 20, 2010, 12:43:14 PM »
Time to get on this MERRY BOAT.
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Offline BeautifulShy

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Re: Zangeki no Reginleiv
« Reply #51 on: January 20, 2010, 04:23:06 PM »
Longer trailer with gameplay details. Definitely not on rails.
Great Trailer.
If I am watching the trailer correctly there is going to be branching paths in the game and 4 player online.
« Last Edit: January 20, 2010, 04:29:02 PM by Maxi »
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Offline Urkel

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Re: Zangeki no Reginleiv
« Reply #52 on: January 20, 2010, 05:32:58 PM »
Whoa.
 
In one of the videos GoHobo linked to, one of the giants had all its limbs and its head chopped off AND IT WAS STILL ALIVE!
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Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #53 on: January 21, 2010, 03:38:34 AM »
If I am watching the trailer correctly there is going to be branching paths in the game and 4 player online.

Those areupgrade paths,not mission paths.

Offline BeautifulShy

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Re: Zangeki no Reginleiv
« Reply #54 on: January 21, 2010, 04:00:12 AM »
I see. Thanks for the correction.:)
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Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #55 on: January 21, 2010, 04:20:03 AM »
For reference, here are the videos. Someone was concerned that it looks too easy, keep in mind that this is on easy or normal, there are three difficulties above that.

Offline SixthAngel

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Re: Zangeki no Reginleiv
« Reply #56 on: January 21, 2010, 01:50:27 PM »
Looks amazing.  A definite buy for me.

Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #57 on: January 22, 2010, 02:38:56 AM »
EDIT: Now I feel stupid
« Last Edit: January 22, 2010, 02:48:50 AM by KDR_11k »

Offline Dirk Temporo

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Re: Zangeki no Reginleiv
« Reply #58 on: January 22, 2010, 06:26:30 AM »
For reference, here are the videos. Someone was concerned that it looks too easy, keep in mind that this is on easy or normal, there are three difficulties above that.

From the comments:

Quote
Is it just me or does this game look bland. Maybe it's because I don't care for new IP's from Nintendo I will take a classic franchise over something new anyday.

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Offline BlackNMild2k1

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Re: Zangeki no Reginleiv
« Reply #59 on: January 22, 2010, 06:56:27 AM »
Boxart:

Offline Peachylala

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Re: Zangeki no Reginleiv
« Reply #60 on: January 22, 2010, 11:54:54 AM »
IGN score prediction:
 
8.0
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Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #61 on: January 22, 2010, 01:52:49 PM »
6.5. Fun but production values too low and we need to support the game industry megacorps by demanding expensive stuff in games to keep the indies out.

Offline Peachylala

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Re: Zangeki no Reginleiv
« Reply #62 on: January 22, 2010, 02:09:13 PM »
6.5. Fun but production values too low and we need to support the game industry megacorps by demanding expensive stuff in games to keep the indies out.
Sounds about right.
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Offline Shaymin

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Re: Zangeki no Reginleiv
« Reply #63 on: January 22, 2010, 05:42:53 PM »
6.0. Needs moar cheevos.
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Offline ShyGuy

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Re: Zangeki no Reginleiv
« Reply #65 on: January 29, 2010, 12:39:43 AM »
hawt! Definetely not rails.

Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #66 on: February 03, 2010, 07:58:27 AM »
As expected the Famitsu scores aren't great, 8/7/7/6. Professional reviewers are worthless when it comes to Sandlot games.

Offline BlackNMild2k1

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Re: Zangeki no Reginleiv
« Reply #67 on: February 08, 2010, 02:12:34 PM »
Pictures of the game case and booklet. Straight from the distant planet of Japan.






And some Wall Paper from Nintendo
« Last Edit: February 08, 2010, 02:24:44 PM by BlackNMild2k1 »

Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #68 on: February 09, 2010, 04:47:15 AM »
Ooooh, shiny text!

Offline SixthAngel

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Re: Zangeki no Reginleiv
« Reply #69 on: February 09, 2010, 11:03:30 AM »
Maybe I'll break down and get the Japanese version.  I don't really care about stories outside of RPGs so I wouldn't miss much.  I'll just have to check to see if the menus are easy to navigate.  Is there an english guide to japanese menus available?  If I do I'll give you guys my impressions sometime after chinese new year.

Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #70 on: February 09, 2010, 11:53:39 AM »
I think you'll only really see a guide to the menus once the final version is released and a bit more common, the official release date is the 11th. Maybe there's a guide based on the demo.

Offline Peachylala

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Re: Zangeki no Reginleiv
« Reply #71 on: February 09, 2010, 12:29:06 PM »
As expected the Famitsu scores aren't great, 8/7/7/6. Professional reviewers are worthless when it comes to Sandlot games.
Famitsu is pretty worthless in general. They are basically the IGN of Japan now.
 
Also, digging the art style very much. Hopefully this game isn't like Bayonetta in terms of cutscenes.
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Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #72 on: February 09, 2010, 02:24:17 PM »
What is Bayonetta like in terms of cutscenes?

Offline vudu

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Re: Zangeki no Reginleiv
« Reply #73 on: February 09, 2010, 02:25:55 PM »
Bountiful
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline KDR_11k

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Re: Zangeki no Reginleiv
« Reply #74 on: February 09, 2010, 03:27:29 PM »
There's a thread on an Iwata Asks interview about the game on NeoGaf, it includes a translation/summary.

Quote from: Neon_Icarus at NeoGaf
I read through the interview.

Here are some things I picked up.


Setting:

- At first a variety of setting were considered. For example: medieval Japan
(with a samurai main character) and modern day (starring a high school boy)

- Scandinavian mythology was eventually chosen over Greek mythology because
it was felt that the audience didn't have as much of a set image of what
the gods and creatures are supposed to look like.

- However this very fact led to a very long period of trial and error concerning
the character designs. Sometimes motion capture had to be done for a character
even before the character design was done.

- Especially the giants took long, because you fight them so much during the game.

- Because Sandlots previous games were set in cities, they found creating
a natural landscape very difficult. Scandinavian nature was researched
to create an authentic atmosphere.

- When piled up, the script for the game is more than 10 centimeters thick.

- There is more than an hour of cut-scenes.


Gameplay

- The giants will keep on coming after you even if they lose limbs. If they
lose both legs, they will crawl.

- Increasing the difficulty doesn't only affect the strength of the enemies
but also their AI.

- The NPCs (like the serfs and other warriors) also adapt to situations.
For example, they will shout different things according to how far away
the enemies are.

- Because Sandlot didn't want the NPCs to shout the same things all the time,
more and more lines were added in. In the end, the voice recording for the
game lasted more than three months.

- It was Nintendo who asked Sandlot to add in Wifi-play, and Classic Controller
and Motion Plus support. Iwata personally phoned Sandlot regarding Motion Plus.

- In the beginning of development about a 100 weapons were planned. But
as the developers kept on trying different things with the Wii-remote,
the number of weapons ballooned up to over 300.


The age rating

- A lot of anxiety was felt over the high age rating. Sandlot tried decreasing
the gore and removing some of the dismemberment. But they felt that
making it less realistic would actually hinder the gameplay.

(Note: It is not implied that it was Nintendo who would have wanted a lower
age rating)

- In the end the graphic violence was kept. In order to not glorify violence,
the players role as the protector of the people was emphasized instead.
This also fit the spirit of the original Scandinavian mythology.

I'm not sure if the cutscene amount is a good thing but if in doubt you can probably skip them. Chou Soujuu Mecha MG also had a crapton of story crowbar'd in there, I guess Sandlot just get verbose when they come near Nintendo.

There's also a notion coming from somewhere that Sandlot worked on making the slashing feel perfect before they made the levels, kinda like how Miyamoto perfected the jumping physics before any levels were made for Mario.