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bel

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  • Cumpleaños 20/02/78

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  1. [HILO OFICIAL] Nintendo Switch

    Anunciado Seiken Densetsu Collection en Switch previsto para el 1 de Junio cuyo precio será de 5.184 yens. Incluirá las tres primeras entregas añadiendo multijugador en la segunda y tercera parte dando la posibilidad de hasta 3 jugadores. También mejoras como salvado rápido, music box, diferentes modos de pantalla, etc.    Seiken Densetsu: Final Fantasy Gaiden (Final Fantasy Adventure / Mystic Quest) – Originally launched for Game Boy on June 28, 1991 Seiken Densetsu 2 (Secret of Mana) – Originally launched for Super Famicom on August 6, 1993 Seiken Densetsu 3 – Originally launched for Super Famicom on September 30, 1995    
  2. En vista de que no abunda demasiado el género de corte clásico y más aún en este nuevo sistema, pues aquí lo tengo ya. I am Setsuna cuenta con formato físico en tierras orientales a diferencia de Occidente donde sólo se puede adquirir digital. Lo bueno es que trae textos en inglés, japonés y francés.   PD. me alegra leerte @EvilMask. Ese juego espero poder jugarlo un día.
  3. [HILO OFICIAL] Entrevistas

    Entrevista a Hidemaro Fujibayashi, director del reciente y aclamado Zelda BOTW vía Edge Abril, número 304. On the gameplay roots of The Legend of Zelda: Breath of the Wild “It didn’t come to me right away as a fully formed idea. For a long time, I went from idea to idea before I finally reached what I think are the very roots of Breath of the Wild’s gameplay: the idea of cliff climbing and paragliding back down, the keyword ‘survival’, and the idea of ‘creativity of combination’ whereby players make use of things that happen when their actions interact with objects placed on the map – for example, lighting wood with fire to create a bonfire. It was this root gameplay that I then submitted.” On how much of the series has changed and how much has stayed the same “The look and feel of the game has changed with the times, I don’t think the core gameplay of the series has changed at all compared to that of 30 years ago. I feel that’s because even though the puzzle-solving element of the series changes with the times in how exactly players interact with it, the fun of it – the fun I experienced for the first time myself as a child – is still there in more recent Zelda titles, completely unchanged.” The adaptability of The Legend of Zelda series and the ‘universal experience’ of players “The history of the Zelda series is very long, so I should note that a lot of what I’m about to say includes some speculation of my own. But I think that perhaps it’s because throughout the series, even though directors have changed, I feel like we’ve made the games to allow players to get one specific sensation or experience. A universal experience, a feeling that exists in everyone no matter the time period; something that’s not really affected by a difference in views you hold or the culture you come from. There can be a language barrier, but it’s not an absolute. Anyone would be excited when they manage to get the ring out in one of those metal-wire puzzles, right? That’s the kind of experience I’m talking about. I think it’s because the Zelda games are built to treasure that feeling that makes it so adaptable.” How the gameplay works well with the original The Legend of Zelda “There was no need for us to build the gameplay around a certain special game mechanic. This heralded a return to our roots. I thought it would be fun not to make the system too complex, and instead try to recreate the entertainment and enjoyment of the first Zelda game using our current platforms. When looking into the idea, I realised the original Zelda allowed users to freely explore an expansive world, players would search for the dungeon they were after and look for a way to reach it. This was a theme that fit exceptionally well with Breath of the Wild.” On developing for the Switch in comparison to the Game Boy Color and Advance “The Oracle games and The Minish Cap were 2D pixel-art games released on the Game Boy Color and Game Boy Advance. Compared to the Wii, Wii U or Nintendo Switch, graphically they can’t even begin to match up the kinds of animations, the text we can show, the audio, and storage space are definitely not comparable. The most notable difference is simply that we can no longer ‘fudge’ things when it comes to anything graphical. What we have previously left up to players’ imaginations can all now be shown for real, so continuing to use our previous methods of expression would lead to some very odd experiences for players. It might be more fun for players to see how we maintained a balance by playing the game and seeing for themselves.” What games inspired Fujibayashi when developing Breath of the Wild “I was rather inspired by playing Minecraft and Terraria. I was able to learn from the gameplay and the possibilities found in. I could learn from the sense of adventure, exploration and how it inspired curiosity.” On the many ways to play Breath of the Wild “It’s up to you how you want to play Breath of the Wild. These systems, such as ability boosting, items and equipment, are there for that purpose. This quality also means that different people might experience the game very differently. There will be players who might gather lots of food and potions to recover hearts and stamina, so they can recover from any mistake. Other players might try to overcome difficulty by improving and strengthening their clothing and equipment. Some may rely on their bow-and-arrow technique and complete the game wearing just underwear! Breath of the Wild’s systems make all of these approaches possible.” On whether the game is aimed at newcomers or more experienced gamers “It’s true that we do, for example, have lots of tribes that people familiar with the series will know, such as Goron, Zora, Rito and Gerudo. There’s a story revolving around the legendary Master Sword, and you’ll hear the keyword 'Ganon’ too. There are lots of things like that, but these are just meant to entertain players who’ve supported the series a long time. With regards to the gameplay, we wanted to try something new and simplify the puzzle solving, so we did a lot of work on the themes of breaking the conventions of previous Zelda games, and going back to our roots. As a result of this, the game is accessible to even people who haven’t played a Zelda game before. It definitely isn’t a game made only for those experienced with the series.” On whether the game’s open-worldness was a reaction to Skyward Sword “We weren’t actually looking back on Skyward Sword ourselves all that much, although we did add on some parts that worked well in the development of Skyward Sword, and revised some parts that we had concerns with. Something else we’ve done now is make it so you can climb walls basically anywhere, and you can jump off from high places and glide where you want. We had to consider what kind of landscape would work for that. In the game it’s even possible to dive straight towards a lake from a cliff so high that the surface of the water looks hazy due to the distance. How can we create a thrilling adventure in a place where you can go anywhere you want? That is the kind of question we were considering as we made Breath of the Wild.” Final words about the teachings of Shigeru Miyamoto over the understanding of what a Zelda game should be “More than anything, what’s influenced my personal understanding of what a Zelda game should be has been the teachings I’ve received from Shigeru Miyamoto in the 15 years since the Oracle games. I really feel that it’s not because of knowledge or experience that I’m here working as a developer for Zelda, but because of the people.”
  4. Retrospectiva de Famitsu con los lanzamientos de Nintendo.    
  5. En una fase temprana y a lo largo de sólo 8 fases de las cuales 3 son jugables, se ha descubierto este prototipo que tuvo alguna mención en revistas de la época. Die Hard 64 (N64) empezó su desarrollo vía Bits Studios con ánimo de ser lanzado en 1999 por Fox Interactive.  
  6. [HILO OFICIAL] Noticias Express

    Gameplay de Crash Bandicoot N. Sane Trilogy.   Trailer de lanzamiento para Mass Effect: Andromeda.  
  7. [HILO OFICIAL] Nintendo 3DS

    Capcom anuncia colaboración con Monster Hunter XX × The Legend of Zelda: Breath of the Wild ofreciendo armas y parafernalia. Aunque sólo para Japón del 24 de Abril al 31 de Mayo en las tiendas 7-Eleven.  
  8. [HILO OFICIAL] Nintendo Switch

    Nuevo vídeo de MK8 Deluxe.    
  9. [HILO OFICIAL] Nintendo Switch

    Cuando llevas 20 horas de juego en Zelda ni te das cuenta, y es lo que menos te preocupa dado que es tan embaucador su entorno que se le perdona cualquier fallo. Sinceramente es un juego de paso obligatorio dada la belleza, carisma, interacción, entorno, apartado sonoro, amplitud, simpatía, calidad y un largo etcétera de adjetivos que se me vienen a la cabeza. Cabe recordar que este Zelda ha sido programado para WiiU, supongo que si su desarrollo fuese de cero en Switch sería distinto y mejor aún. Ahora bien lo de Nintendo con el hardware empieza a ser un misterio, y no sé en qué lugar quedará 3DS de aquí a un año.
  10. Set de armas vía Gecco Direct de Bloodborne. Expositor con tres sets que se componen de pistola y antorcha, hacha (estos dos packs vienen en el juego de inicio) y sierra giratoria que ya aparece en el DLC. Todo a escala 1/6.
  11. Para quien le interese, aquí la han bajado a 50 euros. https://www.nin-nin-game.com/es/ps4-juegos-nuevos/20390-battle-garegga-rev2016-premium-edition-ps4--4589664270012.html
  12. Ventas generales. Software Sales (followed by lifetime sales) [NSW] The Legend of Zelda: Breath of the Wild (Limited Edition Included) (Nintendo, 03/03/17) – 187,379 (New) [PS4] Horizon: Zero Dawn (SIE, 03/02/17) – 116,997 (New) [NSW] 1-2-Switch (Nintendo, 03/03/17) – 79,536 (New) [Wii U] The Legend of Zelda: Breath of the Wild (Nintendo, 03/03/17) – 44,602 (New) [PS4] NieR: Automata (Square Enix, 02/23/17) – 38,002 (236,545) [NSW] Super Bomberman R (Konami, 03/03/17) – 36,623 (New) [NSW] Dragon Quest Heroes I•II for Nintendo Switch (Square Enix, 03/03/17) – 25,606 (New) [PS4] Super Robot Wars V (Limited Edition Included) (Bandai Namco, 02/23/17) – 15,321 (115,475) [3DS] Dragon Quest Monsters: Joker 3 Professional (Square Enix, 02/09/17) – 13,426 (163,058) [NSW] Puyo Puyo Tetris (Sega, 03/03/17) – 12,854 (New) [PSV] Super Robot Wars V (Limited Edition Included) (Bandai Namco, 02/23/17) – 12,813 (96,546) [3DS] Pokemon Sun / Pokemon Moon (Nintendo, 11/18/16) – 12,292 (3,189,271) [PS4] Nioh (Koei Tecmo, 02/09/17) – 10,210 (128,824) [PS4] Grand Theft Auto V (Low Price Version) (Take-Two, 10/08/15) – 7,357 (291,327) [PS4] Resident Evil 7: biohazard (Grotesque Ver. included) (Capcom, 01/26/17) – 7,176 (291,666) [3DS] Super Mario Maker for Nintendo 3DS (Nintendo, 12/01/16) – 7,042 (983,867) [PS4] For Honor (Ubisoft, 02/16/17) – 6,435 (59,700) [3DS] Yo-kai Watch 3: Sukiyaki (Level-5, 12/15/16) – 5,980 (681,240) [PS4] Winning Post 8 2017 (Koei Tecmo, 03/02/17) – 5,793 (New) [3DS] Doraemon: Nobita no Nankyoku Kachikochi Daibouken (FuRyu, 03/02/17) – 5,481 (New)   Hardware Sales (followed by last week’s sales) Switch – 329,152 (New) PlayStation 4 – 31,065 (37,008) New 3DS LL – 18,433 (15,984) PlayStation Vita – 9,889 (10,704) PlayStation 4 Pro – 6,742 (6,481) 2DS – 4,147 (4,303) New 3DS – 1,268 (1,254) PlayStation 3 – 615 (505) Wii U – 565 (464) Xbox One – 147 (469)  
  13. [HILO OFICIAL] Ediciones Limitadas Actuales

    Utawarerumono: Mask of Deception recaba en Europa y USA el 23 de Mayo para PS4 y Vita (esta última no tendrá versión física en Europa). Edición especial con artbook y slipcase.
  14. [HILO OFICIAL] Nintendo Switch

    A pesar de que no es un port bien hecho y sufre caídas de frames, Zelda BOTW sufre mayores bajones y con mayor prolongación en la versión de WiiU. Aquí tenéis este vídeo comparativo.