New project from Omega Force…maybe announced at Gamescom.

New project from Omega Force…maybe announced at Gamescom.
Honestly surprised that the West is getting this…hopefully with Funimation doing the English work for Arslan we can get English voiceovers as an option.
Never heard of the series. Looks fun though. Will definitely get.
Happy 15th anniversary Dynasty Warriors!!!
For me…it all started with Dynasty Warriors Advance.
Turns out it’s an Attack On Titan game…
Booooo
Fucking sweet! There hasn’t been a good AoT game yet, hopefully this is the one!
Though I won’t hold my breath…
It’s official, Omega Force is making an Attack on Titan game…and it’s coming to the West in 2016.
KOEI TECMO Games is excited to reveal today its collaboration with Japanese publishing company Kodansha to develop and publish an exciting new action title, based on the world-renowned and highly acclaimed hit anime series Attack on Titan.
Hisashi Koinuma, President of KOEI TECMO Games and head of the Attack on Titan game project, comments: “I am very happy to reveal that we have started developing a new action game based on the phenomenally successful Attack on Titan! Having evolved from a manga/anime series to an internationally recognized brand, we were enchanted by the opportunity to create our own take on humanity’s last stand against these overwhelmingly powerful beings, the Titans. Although there is still a long wait until this game is released in 2016, our studios are already pouring all of their passion and excitement into it and we hope to reveal more information soon! In the meantime, prepare for battle! The Titans are coming.”
Attack on Titan(working title) is being developed by Omega Force and is currently planned for release in 2016 in the West.
Something I just thought about, depending on what direction they take the gameplay it could be pretty interesting actually as it would actually be the REVERSE of the warriors formula. A whole bunch of weaklings vs one strong one, but you’re simply on the other side.
I doubt it’ll actually be that interesting, but here’s hoping.
Happy 15th anniversary Dynasty Warriors!!!
For me…it all started with Dynasty Warriors Advance.
Wow you were pretty late to the series.
Yes…yes I was.
Dengeki Online has an interview with Koei Tecmo managing director Hisashi Koinuma on the company’s newly announced Attack on Titan game developed by Omega Force. Games Talk did the dirty work of picking through the interview for the juicy bits, which...
New info on KT’s Attack on Titan game:
[list]
[] The project began from around the end of 2013 into January and February 2014.
[] It’s an action game that factors in the elements of being “united with your companions” and the “sacrifice of your companions.” It’s different from what many refer to as a “hunting game.”
[] The game also incorporates ideas offered by the original author Hajime Isayama.
[] The game will follow the original story written by Hajime Isayama.
[] As an action game, Koei Tecmo wants to establish an image where players can move around the world of Attack on Titan as they like. It won’t be a ‘defeat the enemy, progress the story’-type game. At its core, it’s an action game and within that, players will be able to understand the story.
[] The game will start from the beginning of the original story.
[] From its initial planning, Koinuma was moving forward with the title on his own. After becoming managing director of Koei Tecmo in April, Koinuma’s connection to the project became difficult, but he did not move away from development and supervised the game’s direction and management.
[] The game is being developed with PlayStation 4 as the lead platform. Previously, Koei Tecmo would base its games on PlayStation 3, brush it up for PlayStation 4, and release a PlayStation 3-level handheld version for PS Vita. This time, PlayStation 4 is being given priority.
[] The game’s action parts have been built and scrapped over three times—repeated trial and error. The story, side elements, and systems are doing well, though. Somehow, Koei Tecmo wants to release it in Japan “this winter.”
[] The 3D Manuever Gear is the most important element, making sure you move and fight comfortably with it and without compromise.
[] Whether or not the player takes on the role of Eren Yaeger is still a secret.
[] They plan to make the action draw you in with quick and elegant take downs.
[/list]
I like that they are using the PS4 as the lead platform…
Koei Tecmo and Omega Force have released first details and high-resolution screenshots of its Attack on Titan game for PlayStation 4, PlayStation 3, and PS Vita, due out this winter in Japan and 2016 in North America and Europe. The game’s main mode...
New info on KT’s Attack on Titan game…
(1) Tactical Hunting Action
In a cruel battlefield where the state of battle is constantly changing, the result of the player’s strategy has a direct connection to moving forward. In a game that offers high tactical freedom, the thrill of hunting action and fighting giant bosses are fused together to provide a new sense of battle never seen before in a video game. Depending on the tactical situation, you can proceed slowly and carefully or challenge the titan without warning. The player’s actions affect the direction of battle in a big way. This is hunting action in a new form.(2) 3D Maneuverability and Body Part Destruction
Players can make full use of the 3D Maneuver Gear to zip freely around the sky and battle titans. By using type of action, you can rush quickly to companions in a pinch, and at times, it will attract the attention of enemies and they’ll run through the battlefield. In order to defeat a titan, it is necessary to attack its “nape.” To do this, you’ll need to attack from high altitudes and defeat titans by first destroying body parts like arms and legs, and then driving your blade into the titan’s nape. With this introduction of body part destruction, a higher level of strategic action is added to the game.(3) Battlefield Drama Unfolds Across Vast Stages
Just like the original work, each character has a purpose and fights titans on a vast battlefield, and the state of battle rapidly changes according to this. Additionally, there will be changes within the city, such as walls and roofs collapsing as a result of battle, and it may affect the range of action players can take. The state of battle is constantly changing and the feeling of tension is high. A large number of scenarios that place the spotlight on popular characters are being prepared to develop the game’s dramatic story. It should appeal strongly to fans of the original work.(4) Relive the Epic Story With High-End Graphics
In this game, players will relive the deep story of the Attack on Titan anime. Characters such as Eren, Mikasa, and so on that were key to the original story will appear, of course, and their voice actors are the same as they were in the anime. Additionally, the “Physics Toon Shader,” the game’s newly developed graphical representation, offers original graphics with the theme of “fusing the anime world and game world.” As a result, you can play the game feeling like you’re freely controlling a character in the anime.
https://41.media.tumblr.com/203c9f7dd7fe4398101dc0a37ec8fb65/tumblr_ntfhy6mylV1uq3bnuo1_1280.jpg
https://41.media.tumblr.com/e58d14e901e2eb242d59058b3294b40e/tumblr_ntfhy6mylV1uq3bnuo2_1280.jpg
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https://40.media.tumblr.com/5f2078ddacb2965aac8a07ca6a5f3297/tumblr_ntfhy6mylV1uq3bnuo4_1280.jpg
https://41.media.tumblr.com/5c9040d8cafb5d069680ab6a89820607/tumblr_ntfhy6mylV1uq3bnuo5_1280.jpg
https://41.media.tumblr.com/035a94a3d86ea65c3a0b4b46136ae78a/tumblr_ntfhy6mylV1uq3bnuo6_1280.jpg
https://40.media.tumblr.com/804e84e8dd9f269825f52605cf65bde8/tumblr_ntfhy6mylV1uq3bnuo7_1280.jpg
https://40.media.tumblr.com/ae294e7c657a6275c3ae19f4e775a488/tumblr_ntfhy6mylV1uq3bnuo8_1280.jpg
https://36.media.tumblr.com/162f6b80c28c69db3d3369b91c38fe18/tumblr_ntfhy6mylV1uq3bnuo9_1280.jpg
Can’t wait to see some actual footage…
They’re doing a good job hyping me up, but yeah none of it matters until they show the game in action.
Really need to see Gameplay of AoT…
One Piece Pirate Warriors 3 comes out in a few days. Get yo dicks wet.
Siliconera sat down with Square Enix producer Ryota Aomi and Omega Force’s director Tomohiko Sho to talk about Dragon Quest Heroes: The World Tree’s Woe and the Darkness Below.
some interview highlights:
How did you approach Dragon Quest Heroes differently from Hyrule Warriors?
Tomohiko Sho, Director at Omega Force: For Hyrule Warriors, what we really set out to do with that was create a Zelda game that was a Warriors game, so it should feel like a Warriors game. That’s where we started that one. The approach we took with Dragon Quest Heroes was quite different. Rather than try to create a Warriors game that featured characters from another franchise, we wanted to create a Dragon Quest game that had become an action RPG. In that sense it’s an evolution of Dragon Quest rather than just a Warriors game. They may look similar in some ways in the way that they play out but the core of the game is very different.
Ryota Aomi, Producer at Square Enix: Just by having a Koei Tecmo do a game like this, of course people are going to say ‘Oh, it’s just another Warriors game,’ that’s something that’s unavoidable, but I don’t think that’s the case with Dragon Quest Heroes. It wasn’t designed to be just another Warriors game. [Omega Force] tried to stay true to the core of the Dragon Quest series and I hope that people see that when they play it.
How do you balance boss encounters with fighting hordes of enemies?
TS: Well, at first, we only had the idea that the player would be fighting hordes of iconic Dragon Quest enemies first, but, quite early on in development – it was a little ways in, but still early on – we realized that yeah, if we’re going to have an action game like this, then players are going to want to experience massive boss battles. What we really tried to do there was get the game system and the controls in such a way that you could fight these two very different opponents using a similar system, but we also wanted to make both of those encounters different in some way, which is why some bosses have additional mechanics and take a bit more effort to defeat than the smaller enemies.
The different idea is that when you’re fighting hordes of enemies, we want the player to feel really powerful. It’s quick action and easy satisfaction. Because we didn’t want the game to solely focus on Warriors game play, we broke up that experience by making bosses much more tactical encounters. We really want the player to be able to pick out their weak points and decide how to approach them.
In Hyrule Warriors, characters were designed around a single mechanic – for example, Sheik had her elemental songs that would change her combo and let her use different abilities – what approach did you take to make characters unique in this game? They feel quite different.
TS: The difference there in how we thought about each character was simply based on the volume of characters that Dragon Quest Heroes has in comparison to Hyrule Warriors. Hyrule Warriors had a relatively small cast so it was easy to design each character around their own mechanic. In Heroes, you can switch between characters, and that made giving each one a unique mechanic sort of redundant. So, instead, each character does have a unique move set, but, the focus is on the combination of those characters in battle and not necessarily each individual one. We based the balancing of the game, as well as what characters would have what kinds of abilities, on how they can be paired together, not how they can be used alone.
That brings me to my next question! Usually the Warriors combat style is very fluid, but, there are some obvious bumps in the game play in Dragon Quest Heroes. There’s a casting system, for example, and building tension takes a lot of time. Was this deliberate?
TS: You bring up an interesting point! We haven’t really talked much about the pace and the tempo of the game play, but if you felt a difference than it was definitely intentional. We very deliberately tried to slow down the game play a bit in comparison to other action games out there. Today’s action games just get faster and faster and faster. What we really wanted to do with this game was create something that anyone can enjoy, so we built it to be an action game you can actually think about while you’re controlling it. It’s got a flow to it, but you won’t be carried or swept away by the action.
There are a lot of Dragon Quest fans on the team. One of the things we wanted to do was kind of transform the feeling of selecting a spell or attack from a menu, and then executing it – this is why casting takes a bit of time. Building Tension is sort of like skipping a turn to do something, right? It gives you a great benefit of dealing more damage, but, it also leaves you defenseless until it activates.
Dragon Quest Heroes 2 was announced very, very soon after the first game was released. Why announce the sequel so soon?
RA: Well, we can’t really get into details about what we’re going to put in the sequel yet, but, it really was quite soon after the first, wasn’t it? Truthfully, we collected a massive amount of feedback from players that had had played the first game saying ‘we love this’ and ‘we want to see more of this,’ and after seeing what people had to say, we got several ideas on how to improve and build on the experience. After that, we thought we had enough to do something more and bring that to another game, so the decision was easy, and we had enough content to move forward with a second title.
Regarding Dragon Quest Heroes 2, how is it different than the downloadable content offered for Hyrule Warriors? That is to say, all of the DLC for Hyrule Warriors could’ve probably been made into its own game. If Dragon Quest Heroes 2 is just an elaborated, improved Dragon Quest Heroes, why not make it DLC?
TS: First let’s talk about Hyrule Warriors. We want to clarify here that we haven’t confirmed or announced any sequels to that title yet. The idea behind Hyrule Warriors DLC, though, was to say thank you to the people who had already purchased the game and to allow them to experience the game in a different way with new characters and gimmicks.
We chose to do what we did for Dragon Quest because I think the story is what people really, really look for in a Dragon Quest game – in fact, that was our biggest focus in the title – so we thought that a proper way to approach telling a complete story would be in separate titles.
Finally…DW8:E for the Sony consoles has been patched.
Not sure if the Xbox One version is patched.
Koei Tecmo has several PlayStation 4-only games in the works, Team Ninja boss Yosuke Hayashi told the latest issue of Famitsu. “Right now, we’re making Dead or Alive Xtreme 3 as a PlayStation 4 and PS Vita multiplatform title. However, in the future...
It looks like they’ll be making more PS4 games as base…
New English dubbed trailer for Dragon Quest Heroes…
2nd promo video for Arlsan Musou…it shows that there are some elements from Bladestorm and Dynasty Warriors put in this game.
It also looks like the player can change movesets of weapons.
I hope to have a PS4 by the time this game comes out.
Dynasty Warriors Gundam REBORN: which is just #4 now, the last one released late 2014?
http://koei.wikia.com/wiki/Dynasty_Warriors:_Gundam_Reborn - ok mid 2014, only PS3/VITA, PSN download no localized disc, I saw it on Amazon as UK/Canadian too even?
(funny Gundam 3 is only disc, playstation store saying that next to the DLC offerings)
and the koei.wikis page telling me it was a reconfigured, sorta remake of the 1st one, but with all kinds of improvements from the other games in the series, so 2 & 3, without cel shading - the producer making those direct changes, even if affected enemies onscreen.
I should try to get on there and point out how loud the game is, G-DAM.
[details=Spoiler]
They could absolutely use a timeline, or at least showing the next upcoming game release dates
Especially when this studio is pumping out so many games, I don’t know how they are grinding away at that even if they do have a bigger game dev team, I don’t know that either though on how many employees they have.[/details]
Ending any attack string, with a followup Triangle button “charge shot” is pretty dope. They can really apply that to any new games if they haven’t done so already. Floating up without knowing what state I’m in after starting a rush combo and being considered airborne and only does the same Triangle ender after a combo, is not so good, especially with Burning Gundam here, no range on that move.
Anybody have info where I should look to see how to unlock what I want?
The system makes no sense to me even if its progressively giving me more stuff,
I really don’t have any more Mobile Suits to select as characters yet, and only these pilot/assist partners.
The game teases you with giving you all the upgrade blueprints, you’re getting A Rank S Rank stuff this early, but can’t even pick that Gundam:character yet. Then I get more and have to even clean that shit up/sell it off, never setting foot in the cockpit of that suit!
http://www.gamefaqs.com/ps3/730637-dynasty-warriors-gundam-reborn/cheats
This has a list of unlockable Mobile suits, partners, and pilots for Gundam reborn…