No Rest for the Wicked (video game)

[XFB] Konu Bilgileri

Konu Hakkında Merhaba, tarihinde Wiki kategorisinde News tarafından oluşturulan No Rest for the Wicked (video game) başlıklı konuyu okuyorsunuz. Bu konu şimdiye dek 1 kez görüntülenmiş, 0 yorum ve 0 tepki puanı almıştır...
Kategori Adı Wiki
Konu Başlığı No Rest for the Wicked (video game)
Konbuyu başlatan News
Başlangıç tarihi
Cevaplar
Görüntüleme
İlk mesaj tepki puanı
Son Mesaj Yazan News

News

Moderator
Top Poster Of Month
Credits
0
Fixed grammar #article-section-source-editor

← Previous revision
Revision as of 00:25, 8 May 2024
Line 24:Line 24:
==Development====Development==
[[Moon Studios]], which had a team of 80 people, served as the game's lead developer. When the game was revealed in December 2023, Gennadiy Korol, co-founder of the studio, revealed that they had been working on the game for six years.<ref>{{cite web|url=https://venturebeat.com/games/moon-...wicked-title-for-private-division/|title=Moon Studios unveils No Rest for the Wicked title for Private Division|first=Dean|last=Takahashi|work=[[VentureBeat]]|date=December 7, 2023|accessdate=March 3, 2024}}</ref> The studio first began working on the project following the release of ''[[Ori and the Blind Forest: Definitive Edition]]'', though full production quickly stopped as the studio was not "ready to take on online multiplayer, PvP, a full-blown RPG in 3D" at the time. Only a small team continued to work on the project while the bulk of the studio worked on ''[[Ori and the Will of the Wisps]]''. Production of the game officially began in 2018.<ref>{{cite web|url=https://news.xbox.com/en-us/2023/12/07/no-rest-for-wicked-moon-studios-ori-game-awards/|title=No Rest for the Wicked: Where Moon Studios Is Heading Next After Ori|first=Thomas|last=Mahler|work=Xbox Wire|date=December 7, 2023|accessdate=March 3, 2024}}</ref> Elements from the ''Ori'' games, such as its interconnected worlds, were carried over to this game. The "Wellspring Glades" section from ''Will of the Wisps'', in which players help out [[non-playable character]]s to improve the area, was created as the studio wanted to experiment with basic town management mechanics before significantly expanding them with ''No Rest for the Wicked''. ''No Rest for the Wicked'' is powered by customized Unity engine. <ref name="IGNFirst">{{cite web|url=https://www.ign.com/articles/with-n...m-its-mario-to-its-zelda-ign-first|title=With No Rest for the Wicked, Moon Studios Is Moving From Its Mario to Its Zelda - IGN First|first=Matt|last=Purslow|work=[[IGN]]|date=February 28, 2024|accessdate=March 3, 2024}}</ref>[[Moon Studios]], which had a team of 80 people, served as the game's lead developer. When the game was revealed in December 2023, Gennadiy Korol, co-founder of the studio, revealed that they had been working on the game for six years.<ref>{{cite web|url=https://venturebeat.com/games/moon-...wicked-title-for-private-division/|title=Moon Studios unveils No Rest for the Wicked title for Private Division|first=Dean|last=Takahashi|work=[[VentureBeat]]|date=December 7, 2023|accessdate=March 3, 2024}}</ref> The studio first began working on the project following the release of ''[[Ori and the Blind Forest: Definitive Edition]]'', though full production quickly stopped as the studio was not "ready to take on online multiplayer, PvP, a full-blown RPG in 3D" at the time. Only a small team continued to work on the project while the bulk of the studio worked on ''[[Ori and the Will of the Wisps]]''. Production of the game officially began in 2018.<ref>{{cite web|url=https://news.xbox.com/en-us/2023/12/07/no-rest-for-wicked-moon-studios-ori-game-awards/|title=No Rest for the Wicked: Where Moon Studios Is Heading Next After Ori|first=Thomas|last=Mahler|work=Xbox Wire|date=December 7, 2023|accessdate=March 3, 2024}}</ref> Elements from the ''Ori'' games, such as its interconnected worlds, were carried over to this game. The "Wellspring Glades" section from ''Will of the Wisps'', in which players help out [[non-playable character]]s to improve the area, was created as the studio wanted to experiment with basic town management mechanics before significantly expanding them with ''No Rest for the Wicked''. ''No Rest for the Wicked'' is powered by a customized Unity engine. <ref name="IGNFirst">{{cite web|url=https://www.ign.com/articles/with-n...m-its-mario-to-its-zelda-ign-first|title=With No Rest for the Wicked, Moon Studios Is Moving From Its Mario to Its Zelda - IGN First|first=Matt|last=Purslow|work=[[IGN]]|date=February 28, 2024|accessdate=March 3, 2024}}</ref>
According to Thomas Mahler, the game's creative director, combat in the game was designed to be "visceral". The system was animation-driven, and players need to observe the combat animation of enemies in order to identify the best timing to strike and dodge. Combat in the game was inspired by [[FromSoftware]]'s games, ''[[Monster Hunter]]'', and [[fighting game]]s. The stamina system was added to the game to deter players from mindlessly spamming attacks, and instead encourage to strategize and plan their attacks before striking.<ref>{{cite web|url=https://www.ign.com/articles/no-res...ore-dark-souls-than-diablo-ign-first|title=No Rest for the Wicked's Crunchy Combat is More Dark Souls Than Diablo - IGN First|first=Matt|last=Purslow|work=[[IGN]]|date=February 21, 2024|accessdate=March 3, 2024}}</ref> The visuals of the game was designed to be similar to that of a painting. The team intentionally avoided pursuing photorealistic visuals for the game, believing that it may dilute the game's identity, and avoided adopting a [[cel-shaded]] visual style as the team wanted the game to be detailed and "immersive".<ref>{{cite web|url=https://www.ign.com/articles/how-no...s-art-direction-was-found-ign-first|title=How No Rest for the Wicked's Gorgeous Art Direction Was Found - IGN First|first=Matt|last=Purslow|work=[[IGN]]|date=March 1, 2024|accessdate=March 3, 2024}}</ref> ''[[A Song of Ice and Fire]]'' and Shakespearean tales inspired the game's world and story. With ''No Rest of the Wicked'', the team wanted to shift from "smaller, allegorical" stories from the ''Ori'' games, to an "an epic fantasy saga" with actual humans who have their own story arcs and conflicts.<ref name="IGNFirst"/>According to Thomas Mahler, the game's creative director, combat in the game was designed to be "visceral". The system was animation-driven, and players need to observe the combat animation of enemies in order to identify the best timing to strike and dodge. Combat in the game was inspired by [[FromSoftware]]'s games, ''[[Monster Hunter]]'', and [[fighting game]]s. The stamina system was added to the game to deter players from mindlessly spamming attacks, and instead encourage to strategize and plan their attacks before striking.<ref>{{cite web|url=https://www.ign.com/articles/no-res...ore-dark-souls-than-diablo-ign-first|title=No Rest for the Wicked's Crunchy Combat is More Dark Souls Than Diablo - IGN First|first=Matt|last=Purslow|work=[[IGN]]|date=February 21, 2024|accessdate=March 3, 2024}}</ref> The visuals of the game was designed to be similar to that of a painting. The team intentionally avoided pursuing photorealistic visuals for the game, believing that it may dilute the game's identity, and avoided adopting a [[cel-shaded]] visual style as the team wanted the game to be detailed and "immersive".<ref>{{cite web|url=https://www.ign.com/articles/how-no...s-art-direction-was-found-ign-first|title=How No Rest for the Wicked's Gorgeous Art Direction Was Found - IGN First|first=Matt|last=Purslow|work=[[IGN]]|date=March 1, 2024|accessdate=March 3, 2024}}</ref> ''[[A Song of Ice and Fire]]'' and Shakespearean tales inspired the game's world and story. With ''No Rest of the Wicked'', the team wanted to shift from "smaller, allegorical" stories from the ''Ori'' games, to an "an epic fantasy saga" with actual humans who have their own story arcs and conflicts.<ref name="IGNFirst"/>

Okumaya devam et...
 

Geri
Üst