Romance of the Three Kingdoms 14 Interview - Large Strategy - players - Video Peeling news, instructions, exemplary procedures, reviews and cultu
Producer Kazuhiro Echigoya talks to players about the upcoming strategy giant.
If you are looking for a dense, gripping strategy and role-playing experience, Koei Tecmo is simply gigantic romantic The three kingdoms series is often the right way, and next year you will return with another rate in the franchise. In the effort, the charm and mechanics of the elder titles and the progress made by the series in recent years, romance of the three kingdoms 14 is a game that look at the serial fans with great tension. We recently sent some of our questions about the game to the developers what kind of improvements and changes are to be expected. You can read our conversation with the producer of the game, Kazuhiro Echigoya, below.
"Our first thought was to return to the easy-to-understand style of the first Romantik of the three kingdoms game but using the current technology. "
What stuck behind the decision to return to the classic gameplay style of rtk 9 and 11 ?
Our first thought was to get back to the easy-to-understand style of the first to return romantik the three kingdoms game but using the current technology. In these discussions, ideas came up to embark on the colors of the armed forces and fight for land, and when we wondered which system would be the best, we came to the direction of a single card monarchy.
And if you think about a single card monarchy game, from RTK series rtk9 and rtk11 because these are precursors, of course we have related to these tracks. In addition, the simultaneous diagrams are used rtk9 as the basis, because to highlight the uniqueness of the officers, we found it as a tempting time to assign time if they can not be controlled.
Can you talk to us about the new KI system and what impact this will have on the gameplay?
The Ki in this game was designed in stages of armed forces, army, troops and officers and they are organically coordinated. Depending on the players' actions or the current situation, it is analyzed, which is required for the armed forces, and guidelines are defined, according to which the armies are proposed accordingly, activate the troops and ultimately determine which actions are performing the individual officers. From here all actions are coordinated, so the Ki logic is coherent, and while there may be mysterious actions on micro-level, players will see macro level things like useful movements that exceed their ideas. Please look forward to how the Ki reacts!
How does this affect the general gameplay loop when characters and officers have more individuality?
The personalities of the officers include 141 types of characteristics such as "ZOC ignore" (Zone of Control), "Army skills increase with decreasing troops", "disable strategy" and "promote development" hero tasks in the game. In combat, inventories and military power of the troops become the key factors for victory or defeat, but officers who are unique heroes such as LU BU and Zhuge Liang, are set in logical struggles a larger accent.
On the other hand, every officer will have their own doctrine, and if he becomes ruler of a force, the design of the administration he can form. For Lu BU it would be a fight, Sun Quan would be a diplomacy, so that every force can use their strengths and becomes crucial if they decide in which direction they want to strengthen their compulsory power. Depending on which scenario with which ruler is played, strategy and procedure change significantly.
"To understand what every officer can and what not, and then think about what is needed at this moment on the battlefield or not, will be a very pleasant part of the selection of officers that are suitable for the respective situation."
Is that something that is suitable for more effective storytelling?
We have prepared 7 scenarios that fit well rtk and over 100 events. The events differ from previous games in that they are not accidental, but the players have the opportunity to choose them and then continue. By being able to select the events themselves and to expand the game world, which means the following rtk history definitely means that events are part of the strategy in combat.
Can you tell us something about war fronts and their consequences?
In this game smaller properties are collected and displayed on a map. Each individual area represents strategic units. The wider the area, the more the armed forces. When land is taken away, you will be weakened accordingly. In this game, it is therefore important to manage and overtake land. The area controlled by a force is the battle line.
Revenues can be achieved in the battlefields, and inventories are available through the use of troops. Depending on the landing, the troops receive buffs that enable them to fight under even more favorable conditions. Thus, the acquisition of the front line is very valuable both in diplomacy and in combat. Where and in what form expand your front, and the emerging fight becomes the key.
How much variety can we expect between all officers in the game? I imagine that something more important than ever would be if you consider how many should be rtk 14 .
In addition to the existing parameters (armed forces, etc.), 141 types of features (officer properties) are available, and each officer can be assigned up to 5 species. For each feature, there are various positive and negative aspects, and depending on how they are combined, the variety of over 1000 officers will increase. In addition, the types of formations and tactics are determined based on the officer so that all officers have different settings of parameters, features, formations and tactics, and we can probably say that there are no two officers who have exactly the same skills.
To understand what every officer can and what not, and then think about what is needed at this moment on the battlefield or not, will be a very pleasant part of the selection of officers that are suitable for the respective situation.
"The concept is that the players can use the different systems of the game by simply always know the situation of the country and the state of the battle line."
When considering how close the topic here is and how many systems are usually in the game at the same time in these games, how do you bring the mechanical depth with accessibility in harmony? Is that something you concentrate? Rtk 14 ?
For in-game elements, we prepare many different things, but all systems will meet in the competition for land. When the battle line is expanded in the fight, send civil servants to the territories that were adopted for the development of the country and the return to the struggle with the revenue achieved. Meanwhile, the load is associated with the use of the associated country as a supply route and the burden of enhancing the troops at a high price, and it can lead to strategy problems with plans and foreign negotiations. All these aspects are connected by the country in this game.
The concept is that players can use the different systems of the game by simply always know the state of the country and the state of the battle line. In addition, the concept is simplified by divided into colors, and the game can be enjoyed even more. I think the players can feel the simple but deep game elements through the colors.
_ Romance The three kingdoms 13 _ was criticized that bugs and technical optimizations are an unpolished experience. Do you want to make sure that this does not happen? _14? _
We do everything to prevent this. With regard to the KI, we plan to continuously improve them through updates.
Do you plan to start on another platform?
There are no other plans as PS4 and Steam.
How will the PS4 Pro version look like resolution and frame rate?
There are no PS4 pro-specific aspects. It will be Full HD, 30 fps.
For the PS5, an SSD was confirmed. How can you improve the game performance from the point of view of development in the future?
It may not hang directly with the performance improvement, but I think it will see standardized things seamlessly on the screen.
"I do not think the downward compatibility will have a major impact on growth or expanding our earlier titles. I think the biggest advantage for the players is that they can transfer the contents or assets they currently own. "
The PS5 will have a Zen 2 processor, which represents a big jump over the CPUs of the PS4 and Xbox One. How will you help you with the development of the future in the development of games of the future?
I think it will be a great help in accelerating and enhancing algorithms.
Xbox Scarlett has GDDR6 memory. How does this increase the memory bandwidth will help you in the future? I think that an increase in rendering capability contributes significantly to the increase in expressiveness and realistic representations. Downward compatibility is a large function of PS5. How will your previous library help to evolve and grow? I do not think that it will have a big impact on growth or expanding our earlier titles. I think the biggest point for the players is the possibility to transfer the contents or assets that they currently own. Since the change to this new hardware only a low risk exists, I imagine that the PS5 is introduced quickly.
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