Thảo luận trong 'Turn Based Strategy' bắt đầu bởi consoilangthang, 5/9/19.
Em ấy hồi sinh rồi mọi người ơi.
Cũng còn sống tới ngày này.
Hu hu xúc động quá.
Cũng ko bik nói sao... Chắc ko nên đặt kì vọng quá nhiều... Ra thì chơi r cảm nhận sau....
có mỗi trên switch
mọi người lên trang https://brigandine.happinet-games.com/ để xem chi tiết về gameplay, cốt truyện, nhân vật ... Cá nhân thấy game này cũng rất hứa hẹn
ui rời ơi, tuổi thơ đã trở lại. Mà quần áo gì loè loẹt thế. Mà nếu chơi thì các bạn sẽ chọn phe nào?. Mình sẽ chọn xanh vì lại thấy hơi giống giống quân đỏ bản ge. Lại là hoàng tử yếu đuối dc kèm bởi 1 vị tướng tài ba. Lại có cả chế độ hard và challenge mod ( 1 vua và 9 tướng tự chọn )kìa. Hy vọng lại game khó khó tí để còn có hứng thú
p/s: hên qua mới mua con switch chỉ để chơi fire emblem
kk...chưa có rờ tới Fire-emblem nữa, cái này năm sau mới ra cũng đỡ. Hóng những monsters mới, đó chơi ghiền nhất là em Vampire. Hy vọng sẽ không tệ hơn bản cũ nhiều lắm.
có gameplay test tại Tokyo Game Show
Không thích Art character của game này so với phiên bản năm 1998, nhìn như nhân vật cổ được khảm trên các di tích ấy. Ko có fight scene nên nhìn tỉ lệ kích cỡ của quoái không cân bằng (nếu chia như Heroes chắc sẽ ổn hơn). Hy vọng khi phát hành sẽ có những thay đổi nhìn bắt mắt hơn.
Nhìn map thấy sự phân bố quái của mỗi quốc gia sẽ mạnh về 1 nguyên tố
Muốn complete game này sẽ dễ hơn bản PSx, chỉ cần xếp đội hình khắc chế thì có lợi thế lớn
Ông nào quỡn + giỏi eng/jap lên phiên dịch cốt truyện game/nhân vật post cho a/e xem đỡ ghiền đi
Cốt truyện và tất cả thông tin có trên website của game nhé và full tiếng anh
quá chất, nhưng mà dàn characters cũ đã ra đi ko qua trở lại.....nhớ cảm giác build thằng lance mạnh lên từ từ với đi kiếm bình cho các monster tiến hóa lên chất vãi....ko biết bản này sẽ ntn nhưng chắc chắn released sẽ mua và bem thử xem sao
tại sao nó ko remake mà lại làm mới hả trời , mà game ra chưa bà con, vì game mình sẽ hi sinh túi tiền mua switch
Một bài phỏng vấn các thành viên phát triển game trên tạp chí Weekly Famitsu để anh em có thêm thông tin về game này nhé
Google dịch từ tiếng Nhật:
Link gốc: https://www.famitsu.com/news/202003/05193877.html
Secret story of the birth of "Brigandine Lunazia Senki". Ask the development team about the new country simulation!
In charge of the scenario of this work. He has worked on scenarios for many games and animations, including the “Final Fantasy” series.
In charge of all songs in this work. He also produced all the songs for his previous work, "Brigandine Grand Edition."
Raita Kazama (Raita Kazama)
In charge of general art supervision and main character illustrations. He also worked on character designs such as "Xenoblade".
Satoshi Owada (Satoshi Owada)
Belongs to Matrix, a production company that develops this work. In this work, he directs the staff at the development site as a director.
Producer of this work. A hot man who has been developing the "Brigandine" series, a long-cherished desire since joining the company, for over 20 years.
New work that has been developed for the first time in over 20 years
――From “Brigandine-Fantasy of Continental War-”, it will be a new work for the first time in almost 20 years. How did you decide to produce this work?
Igarashi I joined Happinet in 1998 when the previous work was released. “ Brigandine ” was my favorite game, so I wanted to make it someday, but first I was assigned to the toys section. Before being able to make a transfer request, Group company Hearty Robin withdrew from game development. From that point on, I continued to give a presentation saying, "I want to play the game again." In 2013, it was finally okay to get out of the company and resume the game.
-That's when development started.
Igarashi No. I've always wanted to make it, but first I started with small-scale development titles, gained a track record, and gained know-how in development and publishing. It was about two and a half years ago that the creators and development companies were decided, and various conditions were in place and that they actually started working.
――It was a long way. How did the creators decide?
Igarashi when you thought the most interesting fantasy country up game, the scenario we wanted to ask us Terada teacher. The same is true for Tenpei (* Tenpei Sato). Regarding Kazama's character design, I asked him because the picture he drew was the closest to what I had imagined.
――What about Matrix, a development company?
Igarashi: There were some candidates, but Matrix brought a strategy book at the first meeting (laughs). "I like this work, so I don't need explanation." From the beginning, he gave me more and more ideas. Anyway, I was most motivated to make a game called “Brigandine”.
――It is only Sato that you will continue from the previous work.
For Igarashi Remake, it is best to have original members, but we want to bring "Brigandine" to new people, so we started as a completely new project. The best people have come together to create an interesting game that will be accepted by newcomers.
Huge amount of scenarios with each "justice" set
-It's been a long time since Mr. Terada has been working on game scenarios.
Not even Terada (laughs). I was involved in several MMORPG projects in Korea. Social games are also active in Japan. Scenarios can be crispy and characters have a lot of fixed patterns. But I heard a little unsatisfactory voice. Then, isn't my turn? And (laughs). Based on the concept of the game, first create a clear view of the world of the story. I wanted to make such a basic method again.
――What is Terada's decisive factor for your work this time?
I was working with Igarashi Terada for the first time, so if I thought what kind of stance it would be for a scenario, I first transcribed a scenario from a game 20 years ago. Looking at it, I felt that the names of characters that were difficult to remember and unexpected developments that ordinary scenario writers couldn't think of seemed to be elaborately created by those who liked the game. So, let's bet on Igarashi-san and hit what he wants to do (laughs).
――How did Igarashi producer order from Mr. Terada?
In the world of Igarashi fantasy, several countries are fighting based on their respective creeds, and in this, explain the basic structure of the game, depicting the growth of countries and characters Did. After that, it was like deciding while talking.
――This time, please tell me what kind of world will be drawn, and the selling and characteristics of the scenario.
It was decided that it was only Terada Western Fantasy, so I talked with Mr. Igarashi from the theme and made a plot. What I was particular about was setting the situation in each of the six countries realistically. In this game, you can play in six countries, so if a person who clears in country A next time plays in country B, country A will be the enemy. With that in mind, I thought that if you didn't set up each "circumstance" and "justice", the players wouldn't enjoy it to the end.
The fact that Igarashi every country can see different aspects when playing as their own country and when welcoming as an enemy country is a major highlight of the story of this work.
-Is there a connection with the previous work in terms of story?
The Igarashi game system is closely related, but the story is completely irrelevant.
-"Brigandine" seems to have pointed to the history book in the previous work, but this time it is armor.
Terada: In order to make it more understandable and meaningful in terms of scenarios, we chose the words to refer to the five armours on the continent.
Igarashi Armor has two names, "justice," "pride," "freedom," "nobility," and "ego," which represent the ideology of the owning country. It has become a symbol of the story of this work.
Terada ego is a bit difficult to understand, but as you progress through the story, you can see why it came to be called so.
By playing in each country, you can understand the doctrine and claims of that country.
――Some countries do not have brigandine, but what is it here?
Terada : That's a little bit of work. A clan that denies the "rune god" being praised in this world. I was prepared for NG from Igarashi, but it was OK at all, so I thought "I'm squeezed."
Design that recalls industry and culture of each country
――Did you have any orders from Igarashi when creating the character illustrations?
Kazama When designing this time, I was consistently given the order, "Please freely express the fantasy world that Kazama envisions." Until now, I've been working on character design for various games, but there is no design work that is as tight as this game, and ideas are overflowing. I've always thought, "Isn't this what it is like to design?"
――But freely is the most difficult thing to order (laughs).
Kazama: That's right. So, first of all, it was important to understand deeply, so I took Terada's plot around and read it. I want to somehow make Terada's wonderful plot. In the middle of the work, Mr. Sato's music was completed, and I got a lot of imagination from their works.
――Please tell us about the design concept.
Kazama has adopted a design that resembles a religion throughout. Ideology and religious concepts are one of the themes of this work, so they are scattered everywhere, just to give you a sense of the atmosphere or to be able to feel unconscious visually.
――It seems that the design features such as costumes have changed in each of the six countries.
Kazama Yes. I thought it really. The position of the country was determined to some extent, so from that point on, I designed it by imagining what kind of industry is going on and what kind of culture is developing. In colder countries, there are more fur and leather.
Kazama Igarashi has been setting up very detailed settings from the beginning. Please consider various structures and patterns in brigandine design. You can check these detailed settings in the special edition " Limited Edition " bonus visual book.
"Limited Edition" includes software, original soundtrack "Music of Runersia" CD (2 discs), visual book "Art of Runersia" (B5 version, about 50 pages), strategy book "Tactics of Runersia" ( B6 version, about 100 pages), comes with a specially-crafted box drawn by Kazama Raita.
Reservation purchase of "Brigandine Lunazia Senki Limited Edition" is here (Amazon.co.jp)
I love Kazama , thinking about the settings in small detail. On the other hand, what I couldn't do before was pain (laughs).
I think it's wonderful that there are Owada geometric patterns, soft feminine curves, and not only the coloration, but also the material level and the design level, so that you can identify the knight of the country. .
Kazama: This game is fantasy, but I want to take care of the real parts. It would be nice if you glanced at the character and felt that you were living in a living area. I think this kind of commitment was born from the freedom of this design.
Igarashi By the way, the title of the game, "Lunadia Senki," is the name of the book, and the design of this book is Kazama-san. It is a book that moves in various ways with 3D graphics, but all movements are also specified by Mr. Kazama.
Kazama clouds are born and disappear, plants grow and die. Birds also fly (laughs).
Although it was more than 100,000 polygons in Owada, the number of polygons used in one book is probably the best in the industry (laughs).
I'm really sorry Kazama (laughs).
This is an illustration of "Lunadia Wars". In the game, the book is represented in 3D graphics, and various parts are slimy moving.
Pointy music that only sounds in the game
-Did you start creating the song after the scenarios and illustrations were solidified to some extent?
Sato : How many stages is that?
Tenpei Igarashi- san said, "Make a song after knowing what the world is like." When the scenario was pretty much completed, we started with the first country, the Kingdom of Nosario. Tenpei also made songs that play during the formation and songs of the battle in six countries, but the songs are perfect for the image of each country we think, and none of them can be interchanged right.
――Is it just conscious to adjust to that country only?
Sato: Yes. It was said that the production was being patterned, but I wonder if the music is near. I don't want a song that doesn't change anything when used in other games. Instead of the typical background music, I am committed to the scenario and the picture, telling the story with the song, and making the pointed song that only sounds in the game that can imagine people and landscapes. I would like you to hear that this is a fantasy unique to Brigandine, interpreted in a personal way, and not a standard fantasy.
Tengaru Igarashi 's songs have a variety of expressions, are responsive, and do not decrease in listening. Because it is a game that I play for a long time, I thought about various things and made songs suited to each country so that I could keep the comfort and thrilling atmosphere even if I listened all the time.
Sato: That's right. I read the scenario well, looked closely at the pictures, and thoroughly thought out what would be this sound, this instrument. Then put the same volume and passion into the theme of one kingdom as the theme song of one game, so that you can listen to it for hours or tens of hours, from intros to themes, sabimelo, and interludes. Is packed so that it can be sharpened.
Igarashi And Tenpei will continue to polish even after submitting songs on schedule. So, about two months later, we will deliver more polished ones. I was surprised because it was my first time to do this.
I am very particular about Sato brush-up. Once delivered, it should be over, but when you listen to it calmly, ideas come out again, so I'll keep expanding it. I think that it has caused some inconvenience to developers, since it will come out later.
――In addition to the songs from each of the six countries, you also have a theme song for the whole.
Igarashi Yeah. Regarding the theme song, we received suggestions from Tenpei and recorded it in the orchestra. We released the second PV in line with Famitsu's release date (* February 27, 2020) where the article was published, and this theme song is used for that PV.
――What was the concept of the theme song created?
Sato : It's like putting all the images into the six countries. The concept is that the song begins to tell an epic story, evolves dynamically, and the characters are mixed and excited to reach the climax. Although it is a song of 3 minutes 40 seconds, it is very difficult to play in the orchestra because the idea is packed too much and the development changes rapidly, but the orchestra worked hard and managed to record it . I exceeded my schedule by two hours, and I got a big deficit (laugh). The orchestral and soprano choruses were luxuriously immersed in a magnificent song, so please listen to the PV.
"Brigandine War of Lunajia" 2nd PV
System that amplified the good points of the previous work
――It seems that the fans of the previous work came to the development members of Matrix.
Not only those who went to meetings with Owada's strategy book, but those who were in charge of the main planner of this work also worked on the previous work from the time of release. Therefore, the parameters etc. are adjusted by the person who has grasped the intuition.
――Are you careful about the system?
I knew each other about the core of the fun of Igarashi's "Brigandine", so I thought about where to improve and evolve to make it easier to play and respond to.
I think the appeal of Owada's "Brigandine" nationalization is its "exquisite concentration" that allows you to focus on nurturing, organizing, and fighting to expand your territory. I think that if you spread your hands too much with the system, this balance will be lost. I made it without breaking it, so I think fans of the previous work will enjoy it as well.
――What are the new elements in the system?
Igarashi : There are relatively many new things, but they are all in the direction of amplifying the uniqueness of Brigandine.
――So you strengthened the main parts, such as fighting and nurturing?
Owada That's right. I thought it was necessary to expand the scope of the unit build, so I focused on leveraging such places. You can create a unique troop composition that takes advantage of the terrain, attributes, and units, so I hope you enjoy the fact that not only the story but also the sense of play changes depending on the country.
A new knight class has been added, and adjustments have been made to the previous classes, including adding skills and renewing stats. Also, there are also characters that are not humans and monsters, and have unique skills in their own classes.
――If you play in each of the six countries, you can play for quite a long time.
Igarashi That's right. There are quite a few volumes. It takes about 30 hours on average to complete in one country, and the story is different in each of the six countries, so you can play for 180 hours. Also, since your opponent is always thinking about AI, even if you play in the same country, the development of the battle will change completely depending on the timing of the battle and the situation of the opponent, so you can play as many times as you want.
Sato: It's such a system. No matter how much time you need.
Igarashi In addition, if you clear in one country, another mode called "challenge mode" will be opened separately from the main mode. I will explain the details in a bit more information, but it is like a combination of edit mode and score attack elements. In this mode, you can play quite a bit, so it's a game that you can play with plenty of cospa.
Owada : There aren't many games where test play is so fun. There are various combinations, so even the developers who set up have new discoveries every time they play. I think it's a game with that much depth.
Kazama's game is really good. Tied play or score attack.
In Owada, especially in Challenge mode, you can also combine knights that are impossible in Main mode.
In Igarashi Main, I hope you enjoy the story, and in the challenge, feel the fun of aiming for the height of a simulation game.
――This work has full voice and many voice actors have appeared, but how was the recording?
Mr. Terada also makes a role in advance, but it is a bit different from the character we are thinking. I explain it in detail, but it is quite difficult to explain. It's the one I wrote (laughs).
Mr. Igarashi Terada was present for the recording and communicated well with the voice actor, which was a great help.
――Is it not unusual for a scenario to be present at the recording?
Terada: I'm always present. I was worried because I was an animation director. If the voice actor seems uncomfortable, he will change the line on the spot.
How long did it take to record Sato ?
Terada: You've been doing this for quite a while.
The Igarashi period was about a month and a half. From morning to evening.
Wow Sato , it's very hard. Then, I need to add a direction fee (laughs).
Terada: That went somewhere. But I had a good lunch prepared (laughs).
The story unfolds in full voice. The enthusiasm of the gorgeous voice actors who are responsible for the voices of the monarchs and knights is also a major factor that excites the game.
A production environment that interacts and enhances
――I think the development of the game is also late, but what was your impression of the development team this time?
Terada: An interesting team with the freedom to execute various ideas.
Kazama: There was a sense of team. It's not just like a working machine. It felt like the team had been working towards the same goal of "making good things". ... I said good things (laughs).
Sato: That felt great. Probably because I respected each other, I think there was an atmosphere that allowed me to receive what I felt.
I felt that among the Owada development staff. Scenarios, music, illustrations, and all the materials are built in, so each and every one is trying to make something better.
Sato Igarashi was so hot that he was motivated.
Terada : That's right. I also wanted to make Mr. Igarashi grow hot, and the brush went on. Maybe Igarashi-san doesn't know as many people as Kenji Terada (laughs).
Kazama : I think everyone feels that (laughs).
Igarashi : You said that I was hot, but I felt that passion on all sides.
――I see, it was a team of pretty hot people (laughs). Did the creators mess around with Igarashi-san?
There was one Terada retake.
――What is it?
There are characters Terada A and B, and Mr. Igarashi says, "Isn't it better to make this a B character, not an A?" When I was told, I was at a loss for me, so I tried to fix it. However, the composition changes in that case, so you have to rewrite everything. I guess Igarashi-san thought it easier (laughs). So I was sorry to stop that one country, wrote down all the other countries, and re-created the plot.
Kazama Ah, that country (laughs).
Sato : That's what happened (laughs).
――Is that a big retake?
Igarashi That's right. Mr. Terada also incorporates my opinions widely. I thought it would be difficult to consult because I was a big senior, but there was no such thing at all, and he said, "Let's think together." I work with the developers on the spot and spend a lot of time together. So it was very easy to do.
――Finally, please tell the readers and fans of the work a few words about the highlights of this game.
If you like games set in the Igarashi fantasy world, or if you want to play a home-use game, I want you to touch it. It's a very immersive game with lots of fun, so I hope you enjoy it.
I think that it is a work that can give a sigh of satisfaction every time you formulate Owada's strategy and tactics and execute it, so I hope you can look forward to the days of fighting in Lunadia.
It is a work where hot people gathered, including Terada producer, and they could naturally do the original way of making games. If the players who try to play feel the difference, I'm not so happy.
Kazama: In recent years, games like playing social games, leaving a little while playing, leaving a little playing, have become mainstream, but if you could play `` Brigandine '' where you can play slowly with the feeling of returning to the origin once I'm glad.
Sato : I'm trying to make a game filled with the passion of the hot staff. I would like you to experience together the feelings of each other and the explosion caused by the chemical reaction.
Nhìn dàn nhân vật sao ẻo lã đam mỹ quá tụt hết cả mood
Dàn tướng nhìn không hầm hố thì cũng ẻo lả...oải
Hồi xưa nhìn quân xanh dương lại chả hype tới nóc, anh main max ngầu, tướng tá thân cận toàn full giáp sáng loá ngầu lòi, 2 con rồng trắng nữa chứ
Sau mới bik team xanh thuộc dạng yếu nhớt nhất trong đám, đã vậy time đầu đánh cực như choá , về late lại càng yếu, team chính chả xài dc ai ngoài anh main, thật ra vẫn thay dc,à cũng chỉ tiếc cái ngầu của ảnh thôi...
thời giờ mobile ảnh hưởng rất rộng style nó về như vậy cũng bình thường thôi, kiếm lại style như hồi trước rất ít
Đúng rồi...style bây giờ thấy nó yếu ớt quá.... mong đợi bản remake của Knight mà chờ tới giờ vẫn chưa thấy update.... bản mới thì chỉ mong cốt truyện, hệ thống class, vũ khí các kiểu thôi...chứ đồ họa là thấy tạch rồi...
Cốt truyện chưa biết sao.
Tôi mới chơi xong hôm qua. DEMO mà nặng vl 1.6GB. Nghiền ngẵm rồi lại hồi tưởng nên cũng mất 10h.
Cách chơi ko khác gì phần cũ. Có bổ sung thêm class, thú, item, 1 ít magic mới.
Map nhỏ hơn nên đụng nhau chỉ sau 3-4 tủrn.
Nhất là bổ sung quest: training exp mà ko cần ra trận. Thích nhất điều này nên hóng 2 tháng có bản chính thức để chơi.
Nhớ hồi xưa cày exp cực gì đâu, phải nuôi cả đàn ngựa chỉ để buff halo.
Điểm trừ là phần đồ hoạ quá tệ
DEMO nên chỉ cho chiếm 2 thành hoặc chơi trong 10 turn (mùa ). Chỉ cho cầm quân xanh dương và ở mức easy nên địch ngu ko tưởng.
Mỗi quân đều cân bằng với tỉ lệ vài đứa lv cao mạnh sẵn, vài đứa trung bình cùi bắp, vài đứa lv thấp nhưng tiềm năng cao.
lên xem youtuber live demo thích thật, hero nam có 6 class (ko biết có class ẩn ko), nữ cũng có 6 class, rồng 5 dạng tiến hóa, mỗi class có vô số skill + ability, magic bị hạn chế 1 class học đc rất ít magic, có nhiều magic mới, v.v...
hóng ra PC
Dãn cách tên bằng dấu phẩy(,).