Opublikowano 7 czerwca7 cze A na IGN chociażby piszą, że latanie to tylko jedna z mechanik, na którą postanowili mocno postawić nacisk, a klasyczne bieganie po ziemi zostaje i nigdzie się nie wybiera.https://www.ign.com/articles/spyro-a-realm-beyond-announced-features-true-dragon-flight“We’re trying to amplify what it means to be a dragon, and that means leaning into dragon flight,” explained Lou Studdert, associate creative director for Spyro: A Realm Beyond at Toys for Bob.He clarified that in Spyro: A Realm Beyond, you’ll be able to transition from ground to air at a moment’s notice. It’s simply “press a button” whenever you’d like, and it’s not restricted to certain areas or levels. This doesn’t mean, however, that you’ll be able to completely bypass the world around you to get to those gems and possible secrets.
Opublikowano 7 czerwca7 cze Z ujawnionych informacji nie wynika, ze bedzie samo latanie, czy cos mnie ominelo?“We’re trying to amplify what it means to be a dragon, and that means leaning into dragon flight,” explained Lou Studdert, associate creative director for Spyro: A Realm Beyond at Toys for Bob.He clarified that in Spyro: A Realm Beyond, you’ll be able to transition from ground to air at a moment’s notice. It’s simply “press a button” whenever you’d like, and it’s not restricted to certain areas or levels. This doesn’t mean, however, that you’ll be able to completely bypass the world around you to get to those gems and possible secrets.
Opublikowano 7 czerwca7 cze No ja też nie wiem, skąd taki pomysł, coś sobie chyba dopowiedzieliście. Nie ukrywam, że takie latanie na zawołanie to spora rewolucja w serii i może mocno wpłynąć na styl rozgrywki, ale ufam devom. Nowy Spyro to dla mnie jedna z największych bomb "targów" i chyba jedyny moment, kiedy widząc zapowiedź powiedziałem pod nosem "noo zajebiście". Toys for Bob już się sprawdzili i gwarantują jakość i poszanowanie materiału źródłowego. Jeśli to pójdzie w kierunku kontynuacji starej trylogii na takiej zasadzie, jak Crash 4, to będzie cudownie.
Opublikowano 7 czerwca7 cze Byłoby słabo, nie tak zapamietałem klasyka, obstawiam, że bedzie położony główny nacisk na latanie, ale nie zrezygnują z tego co każdy znał i lubił.
Opublikowano 7 czerwca7 cze 22 minuty temu, kotlet_schabowy napisał(a):No ja też nie wiem, skąd taki pomysł, coś sobie chyba dopowiedzieliście. Nie ukrywam, że takie latanie na zawołanie to spora rewolucja w serii i może mocno wpłynąć na styl rozgrywki, ale ufam devom.Nowy Spyro to dla mnie jedna z największych bomb "targów" i chyba jedyny moment, kiedy widząc zapowiedź powiedziałem pod nosem "noo zajebiście". Toys for Bob już się sprawdzili i gwarantują jakość i poszanowanie materiału źródłowego. Jeśli to pójdzie w kierunku kontynuacji starej trylogii na takiej zasadzie, jak Crash 4, to będzie cudownie.Na końcu trailera jest TAKE FLIGHT plus tylko latanie na trailerze - łatwo było dojść do takich wniosków.
Opublikowano 7 czerwca7 cze Po prostu jest więcej latania po dużym świecie plus rzekomo elementy light rpg.
Opublikowano 7 czerwca7 cze 7 minut temu, XM. napisał(a):Na końcu trailera jest TAKE FLIGHT plus tylko latanie na trailerze - łatwo było dojść do takich wniosków.Bo robią z tego marketingowo (przynajmniej na ten moment) główny gimmick w kontekście nowości/zmian w serii, ale zważywszy, że gameplay'u było z 10 sekund, to jednak trochę zbyt pochopnie wyciągnięte te wnioski. Choć nie ukrywam, że wcale mnie ten kierunek nie jara. Crash 4 był mimo wszystko bardzo tradycyjny gameplay'owo i między innymi dlatego tak dobrze działał jako kontynuacja po latach.
Opublikowano 8 czerwca8 cze no w kategorii jak spieprzyć zapowiedź wygrali. mogliby puścić jakiś normalny gameplay, tak czy siak zajebiście, że wychodzi nowa część
Opublikowano 14 godzin temu14 godz. Vision for SpyroThe new Spyro is the team's dream project.The character is based on the original trilogy: tone, personality, and voice; not a reboot like Legend of Spyro.The game is an evolution of the franchise, exploring new locations and expanding the narrative.Every Spyro game should have charm, memorable characters, fluid movement, and exploration.Gems remain a very important part of the experience.They are leaning heavily into the fantasy of being a dragon.Exploration & FlightPlayers can explore both on the ground and in the air—the choice is theirs.Dragon flight is a core addition to Spyro's movement kit.Flight was the cornerstone of the project from the beginning, with the world designed around it.Flying builds upon the fluid controls and animations from Spyro Reignited Trilogy and adds new ways to explore rather than replacing ground movement.Levels feature significantly more verticality and layered environments to support flight.The goal is for players to see distant locations and think, "How do I get there?" by combining abilities and environmental interactions.They don't want the game to feel like a flight simulator.Flight mechanicsFlight is fully active rather than automatic.Players must flap Spyro's wings to maintain speed and momentum.Diving increases speed.Flame breath can ignite campfires to create lift.Sky rings provide speed boosts.The challenge comes from chaining these mechanics together to stay airborne.Spyro's flame breath has greater range while flying, functioning more like fireballs, whereas on the ground it behaves more like a flamethrower.Design PhilosophySpyro is about zen-like, fluid movement through beautiful worlds.This is fundamentally different from Crash's precision platforming.The studio loves creating colorful characters with exceptional controls.There were few games to draw inspiration from for this type of flight system, so much of it required pioneering new ideas.Why It's Not "Spyro 4"Crash Bandicoot 4: It's About Time continued the original trilogy directly because later entries had drifted away from the original gameplay.Spyro is intentionally not numbered to make it welcoming for newcomers.It contains references for longtime fans but is designed as a fresh experience anyone can start with.Relationship to SkylandersNothing carries over from Skylanders besides lessons the team learned about humor.The two series exist in completely separate universes.DevelopmentDevelopment has been underway for a little over two years.The team feels confident about a Spring 2027 release.Their preferred development cycle is around 2–3 years.They describe themselves as a nimble, efficient studio with strong scope management.There were moments where the project became over-scoped, requiring difficult cuts to stay on budget and schedule.Toys for Bob & IndependenceThe team originally wanted to work on Spyro but was assigned to Crash Bandicoot 4.They later pitched a new Spyro game to Xbox alongside their proposal to become an independent studio.Transitioning to independence was smooth, although establishing the new company required significant work.They had a strong relationship with Activision, but the pandemic changed priorities.The studio was required to support projects like Warzone and Overwatch 2.Toys for Bob eventually split into multiple teams and felt they were moving away from the types of games they loved making.After Microsoft's acquisition of Activision, they sought independence to focus on those games again.Xbox leadership supported this decision.The studio operates fully remotely, having shipped Crash Bandicoot 4, Crash Team Rumble, and their support work on Warzone remotely.Choosing SpyroThe team has many original ideas.Spyro was chosen because it made the strongest business case, particularly due to its sales history.They prefer working with established characters because timeless franchises come with passionate existing audiences.Crash Team RumbleCrash Team Rumble was not created because of the live-service trend.The concept was prototyped before Crash Bandicoot 4.The goal was to make a Crash spinoff that still felt like Crash rather than another racing game.The Future of 3D PlatformersThey believe 3D platformers are experiencing a resurgence.Examples mentioned include Astro Bot and the Rayman remake.Spyro and Crash have very different gameplay philosophies, making another crossover game difficult.The team are huge fans of Banjo-Kazooie and would love to work on the series if given the opportunity, describing those games as timeless.
Opublikowano 14 godzin temu14 godz. Players can explore both on the ground and in the air—the choice is theirs.Najważniejsza informacja. Można czekać,
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