Entrevista buenisima en contenido de informacion.
MULTIPLAYER: Bloodborne is coming in a few days, what are your aspectations? How do you feel?
YAMAGIWA: Now we are playing the definitive version, we feel like children excited about the idea of walk through the areas we created. We are liking Bloodborne, we hope players will feel the same.
MIYAZAKI: I have mixed feelings, for the 30% I’m happy and I hope the users will like the game, for the 70% I’m feeling nervous and scared [laughs]. I feel exactly the same way I felt before the release of Demon’s Souls and of the two Dark Souls.
MULTIPLAYER:
Working directly with Sony made you feel more sicure and less nervous, or it just made you feel the responsibility to fullfill the expectations for this PS4 exclusive?
**MIYAZAKI: Actually, I’m nervous and scared the same way, maybe more if I think about fulfilling expectations [laughs], but speaking about collaboration, Sony’s support was very important, also from the technical point of view of the game development on PS4.
MULTIPLAYER: How was working with PS4? What you made with this hardware that you couldn’t do with the previous console generations?
YAMAGIWA: We could make many things, for example the weapon transformation in game, which can become more powerful depending on their configurations. Also the characters animations and the actions they can perform are much more and more believable. Also the environment is very intricate and structured, it’s something that wasn’t possible with the power of previous consoles.
MULTIPLAYER: How are the areas linked to each other? There are loading times between them?
YAMAGIWA: Exactly, the majority of the areas are linked each other and you can go everywhere with no loadings. Except for the hub, where you can get certain missions, where you can create Chalice Dungeons and where you can teleport in the other areas of the world.
MULTIPLAYER: Comparing Bloodborne to the Souls series, which are the major points of contact?
MIYAZAKI: Difficult question! The rhythm of the gameplay and the hub area are closer to Demon’s Souls. How the areas are linked may be reminiscent of Dark Souls. There are many difference, anyway: the combat system, for example. It’s hard to tell which Souls game is more similar to Bloodborne.
MULTIPLAYER: We know about a weather system and a day/night cycle; can you explain how it works?
YAMAGIWA: Yes, it’s possible to play in the same area in different moments, in the evenigìng and during the night, for example, and face different foes, more powerful or less powerful; we want the players to explore this side of the game, to see what happens. Yharman is very vast, there are snowy areas and much visual variety in the world, we can’t wait for the player to explore all the areas the game has to offer.
MULTIPLAYER: How vast is the game world compared to the alpha version area we already know, excluding the Chalice Dungeons?
YAMAGIWA: What you can see in the alpha version is about the half of a single stage of the game, and there are more than a dozen. It’s hard to tell with precision, but these stages become bigger and more complex as you proceed in the game.
MULTIPLAYER: How does Bloodborne tells its story? Will you let the world itself to explain it, like it was in the other Souls games?
MIYAZAKI: The environment is obviously different and the same goes for the premises and motivations at the base of the plot, but talking about “knowing what is happening”, why and for what the character is fighting for, the narrative style will be very similar.
MULTIPLAYER: During these months we saw some weapons from the game, how many weapons we will find in the final version and how different they will be from each other?
MIYAZAKI: Obviously, you saw just a small portion of items, weapons and equipment that will be included in the final release of Bloodbrone. There will be many categories different from each other and also variations of the same weapons: the players won’t be disappointed about this.
MULTIPLATER: You said there are many types of Chalice Dungeons, can you give us some examples?
**YAMAGIWA: Yes, there are two kinds of Chalice Dungeons, the ones with a suffix in their name, which are just the harder version of the previous one, keeping the same structure, and the ones that have different foes, environment and conformations.
MULTIPLAYER: Is it possible to choose something about the dungeon’s creation?
YAMAGIWA: The player won’t have a direct control on the Dungeon, but depending on the used items is possible to influence the creation of it.
MULTIPLAYER: Will the New Game Plus work like in the previous games?
YAMAGIWA: Yes, there will be an iteration of the same main campaign at higher difficulties, and it will be possible to keep items and level.
MULTIPLAYER: Where you expecting all this success after the first trailer of the game? It seems many people want to play the game; don’t you fear a too much hype?
YAMAGIWA: The first feeling is happiness for the feedback after the trailer and the game in general. We feel the pressure, but we don’t think about it: we always wanted to create a game that can be appreciated without referring to a precise category of players. It’s a very typical FromSoftware work, and we are confident the players will like it.
MULTIPLAYER: When we saw Demon’s Souls for the first time in a Tokyo Game Show many years ago, we liked it but we thought it was only for the hardcore players. But along the years you created games capable to re-define many rules of the action RPG genre, becoming more and more popular. Are you happy about how many people want to play Bloodborne?
MIYAZAKI: Yes, we are super happy of the feedback we got since the first trailer and yes, in these years there was a grow in popularity of the Souls series. I don’t like to divide players into categories, I like to make games that can fit everyone. I don’t care if they’re casual, hardcore, or if they’re japaneses, europeans or american, etc. Yes, usually publishers ask me to explain the game and its target, but when I create games I don’t ask myself these questions, I just want to make fun, fascinating and thrilling experiences. If now many more people like my games it just makes me happy!
Lo del dia noche hay que explorarlo, parece que son como tendencias, dice que hay que explorarlo a ver que pasa, evidentemente se referira a eventos, como en demons souls de pure black o pure white, leereos tambien lo de la estructura del mundo, y la creacion y clases de mazmorras caliz, la gran cantidad de armas y variaciones de las mismas que habra en la version final del juego, los NG+, curiosamente tambien habla que su intencion no es la dividir jugadores, dice que sus juegos los hace para todo el mundo, bueno hablan de muchas cosas , esta bien la entrevista.