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Não é FMV, de todo. E quem jogou o Tales of Symphonia até identifica ali alguns locais (o jogo em termos de direcção artistica/cenário ainda hoje é bastante bonito)Isso não é FMV pois não? É que bem...tá simplesmente...lindo.
Fiquei agora sem palavras, joguei um bocado de Tales of Abyss, adorei a engine to jogo, é pena não ter jogado mais. Se tiver a mesma gameplay do ToA e com essas imagens, bem...
De certa forma, sim... É passado posteriormente, logo consequência do que se passou no primeiro jogo.Porra, nunca consegui encontrar o Tales of Symphonia. Este jogo vai ser uma sequela directa?
A musica é o Fighting of the Spirit do ToSBons gráficos, Musica muito boa, como eu gosto, e vozes em Japonês
crappy image grab software; já na GC era igual, mas como muitos jogos eram virtualmente iguais e multiplataforma levavas era bullshots da Xbox com AA aplicado e afins.Não percebo o que se passa com as screenshots da Wii, os jogos em movimento têm sempre muito, mas mesmo muito melhor aspecto.
Não tenho esperança, para ser honesto, o que é uma estupidez, mas pronto.Novos scans e as sombras continuam uma miséria...
Espero ver esse problema resolvido a tempo do lançamento do jogo.
December 22, 2007 - Thirty minutes into the start of the Jump Festa event on Saturday over at the Makuhari Messe just outside Tokyo, lines for the new Tales of Symphonia game reached ninety-minutes, and never looked back. Waiting that long to play a game for a few minutes is usually a drag, but we didn't have too many qualms about getting an early first chance at the sequel to one of the GameCube's biggest RPGs.
Bandai Namco had Tales of Symphonia: Knight of Ratatoskr, as the game is titled over in Japan, set up for play in eight kiosks, using a demo that was specially prepared for the Jump Festa event. Following a brief chat amongst main characters Emil and Malta, we were asked to explore a dungeon and arrive at a boss within five minutes. Five minutes may seem short for a demo, but the counter thankfully stopped when entering battle
While the dungeon crawling component of the game didn't seem all that different from past Tales games, get into battle and you'll find some dramatic changes. This latest update to the Linear Motion Battle system keeps your character attacking on a single 2D line in a full 3D battle field. You lock yourself into a single enemy, pressing the minus button to toggle targets, then simply press A to make your character attack, or B plus a direction on the analogue stick to perform a special attack. You have the option of free movement over the battle field, although this usually isn't necessary.
Outside of a super attack move, activated with the Z button when you've adequately built up a super move gauge, the biggest addition to the battle system appears to be the ability to make monsters join your party. You're occasionally asked if you'd like to woo a beast that you've just defeated onto your side. Beasts who have made the conversion can be added to your battle party and used just like any other character during combat. In our play session, we managed to convert four beasts over to the good side; any more, and you're forced to clear out an older monster from your stable.
This Symphonia follow-up makes only minimal use of waggle, allowing you to shake the Wiimote and nunchuck in various ways to achieve special attacks, something that's probably better left to button presses. Instead of tapping the Wiimote, Bandai Namco has apparently decided to tap the Wii's added graphical abilities, as Knight of Ratatoskr looks quite a ways better than its predecessor.
The first Symphonia game was a huge hit amongst RPG-starved GameCube owners, and we expect no less from Knight of Ratatoskr amongst RPG-starved Wii owners. The game hits Japan in Spring, with an international release hopefully not too far out from there.