White Knight Chronicles Media and Information Thread

Lain said:
Seeing the enemies on the map ala DQ? Shouldn't you have only mentioned FFXII? In DQ8 you only see some monsters on the map, otherwise it is just random battles (at least as far as I remember, maybe dungeons where different? don't remember).

If in WKC you can't travel around for going from point A to point B but you're forced with the character icons automatically moving to the destination, then I'm disappointed. While doing it helps with tedium in a game with such a big world and should be there, they should have the normal "by foot" way as well imho, which makes it way more immersive.

Whoops meant to say.

Well to be fair, I know I know next gen systems and all but, it'd be asking alot to have a world map ala DQ and make it real-time ala FFXII.

It was my dream for this to happen this gen, but as each JRPG got released my dreams got crushed and stomped on repetitively.
 
Yeah, I was hoping that the zones would be basically split up like in FFXII. That way when you're travelling from zone to zone, you don't have to select from a list on where you want to go next. Instead, the world map sounds more like Lost Odyssey and FFX. Actually, I just hope that one day we finally get a RPG with a world map the size of an MMO. Wishful thinking probably, but that would make for one badass game. Imagine a single player game with the world map from WoW. Haha
 
Lain said:
Seeing the enemies on the map ala DQ? Shouldn't you have only mentioned FFXII? In DQ8 you only see some monsters on the map, otherwise it is just random battles (at least as far as I remember, maybe dungeons where different? don't remember).

If in WKC you can't travel around for going from point A to point B but you're forced with the character icons automatically moving to the destination, then I'm disappointed. While doing it helps with tedium in a game with such a big world and should be there, they should have the normal "by foot" way as well imho, which makes it way more immersive.


It is just as you said. In DQ8 only special monsters that you could recruit, could be seen in the field. Everything else were random battles.


And about travelling in WKC, I hope all the areas are connected like FFX/XI/XII.

A huge open field world like DQ8/SWG would be nice, but that would be rather stressfull for the system. Separating the game into areas is still a nice option, unless you want to give "total" freedom to the players, which is very hard to implement properly.

So for travelling between areas it can be done as easily as using warp points of some way related to the WKC world, or using warp, teleport spells or items, and just have a world map for reference.
 
DMPrince said:
Same scan is floating online and it's much bigger.
need some translation for a few things on there too ;o

lightning spell looks good.

Just saw those. Very nice looking.
 
I just saw a giant frog guy on the front page in one of the pics. I'm really looking forward to this game.
 
6yz6ms.jpg

2vdrvgl.jpg

vdcn.jpg

2wcjzvb.jpg

2luf4w0.jpg


http://www.famitsu.com/game/coming/1219094_1407.html
 
Only thing that doesn't feel quite right is that big circle towards the right side of the screen, with that little X, and with text sometimes.

What is that for? And why is it taking so much up from the screen?
 
-Kh- said:
Only thing that doesn't feel quite right is that big circle towards the right side of the screen, with that little X, and with text sometimes.

What is that for? And why is it taking so much up from the screen?

I hate that fucking circle. But I'm pretty sure it's main use is for timing attacks or something, as the dots that make up the circle light up.
 
Has there been a single video of the offline mode from TGS ?
I know they want to push that online thing, but I'd like to see new screens or footage of the offline game…
 
batbeg said:
I hate that fucking circle. But I'm pretty sure it's main use is for timing attacks or something, as the dots that make up the circle light up.

Well I did like my Ring of Judgment, so I won't complain anymore about this one here :p
 
http://kotaku.com/5066252/new-white-knight-chronicles-info-trickles-out

Excited for White Knight Chronicles drip fed PR? We're not, but maybe someone is. Here goes: The Black Knight can transform into a powerful flying thingy. Regarding attacks, players have one-handed swords like daggers, which are ideal for short, close fighting.

There are also large, two-handed swords that can damage enemies in a swift blow, but it's difficult to repeat the sword strikes in a rapid succession. For magic, there are two types ("Holy Magic" and "Spirit Magic"). Magic drains some of the character's health, and there are four types attributes for Spirit Magic: Fire, Water, Wind and Earth.

The last bit of info concerns winning battles with monsters. Players get things that they can use. For example, Famitsu says in the story part that players get a "Giant's Skull," but it's not known how that can be used. Maybe in the online part? Save that for the next installment of things developer Level 5 could tell us, but won't because the developer wants to draw out this game's promotion as long as possible so maybe you (yes, you!) buy the game. Stay tuned.
 
New scans are out. Looking pretty good and it seems that it gives us a clue regarding the relationship between Leonard and the princess.
 
shows them when they were ages 6 and 7, so im guessing they grew up together, or new each other as kids

there's a cut little blue owl thing in one of the screens too

and a few shots of some of the enemies we've seen (troll,treant and cyclops thingies)
 
nice nice blah blah...

Im excited about this but show some pics with the giant enemies already...I mean they keep on teasing with the trailer with this huge cool looking enemies and then just reveal new trolls and rubbish everytime!
 
nelsonroyale said:
nice nice blah blah...

Im excited about this but show some pics with the giant enemies already...I mean they keep on teasing with the trailer with this huge cool looking enemies and then just reveal new trolls and rubbish everytime!
That whole concept of those huge enemies (or the turtle with the city on its back) is really hurt by having a point-and-click world map. Seamless world seemed like an obvious choice. :(

The princess looks really cute in casual clothes! <3
 
zurra said:
That whole concept of those huge enemies (or the turtle with the city on its back) is really hurt by having a point-and-click world map. Seamless world seemed like an obvious choice. :(

The princess looks really cute in casual clothes! <3

yeah I dont like the point and click world map....by I expect the maps to be huge...these are the guys who did the tech for DQ 8, which had an amazing world map
 
I haven't seen this in GAF before but it appears that the main characters VA's cast is the following:


Renard - Namikawa Daisuke
Princess Shizuna - Sakamoto Maaya
Yuri - Yukino Satsuki


What an awesome and solid cast, if true. I haven't been able to confirm this 100%, so just take it as a rumor, if I get solid confirmation I'll post it then.





Edit: better edited for accuracy of info.
 
The online screens look great! We need a video showing the interaction with the environment tho, as well as how clothes and hair react to movement.

Artistically is a wonderful game, but technically, unless we see it on movement is harder to judge right now.

About the similarityof that city, I'm sure the last thing the developers thought about it when designing it was FFVII, it is clearly a fortress, you can see all the walls with the many watch towers. The city inside, and that huge core in the middle or whatever, that is what gives energy to the town, and maybe to the turtle too?

If some people think the turtle is there just because in Level 5 someone has a fetish with them, it is not quite like that, there's an old Indian myth that says our world is supported by four elephants standing on the back of a giant turtle.

myth752.jpg


It is related to the second avatar of Vishnu, Kurm., He sat on the bottom of the ocean after the Great Flood. A mountain was placed on his back by the other gods so that they could churn the sea and find the ancient treasures of the Vedic people.

Some info on Kurma and some modern thought about that idea from a cosmology point of view.
 
-Kh- said:
I'm sure the last thing the developers thought about it when designing it was FFVII, it is clearly a fortress, you can see all the walls with the many watch towers. The city inside, and that huge core in the middle or whatever, that is what gives energy to the town
siro06.jpg


I think they were thinking Midgar, it's exactly the same core design.

Midgar.jpg
 
stuburns said:
I think they were thinking Midgar, it's exactly the same core design.

Hcoregamer00 said:
Bah, megacity with a large ziggurat in the center?

It has been done for thousands of years, Square did not invent it.


I'm going to say it...

FFVII means nothing :x
 
Maybe Square didn't invent it, they still had quite the hit with it.
It's not like Level-5 haven't played it.

Either way, I'm not criticizing.

I certainly am not a huge FFVII fan, I don't think it's even nearly as good as VI.
 
stuburns said:
Maybe Square didn't invent it, they still had quite the hit with it.
It's not like Level-5 haven't played it.

Either way, I'm not criticizing.

I certainly am not a huge FFVII fan, I don't think it's even nearly as good as VI.

I'm just hating on FFVII, can't let a chance pass

I don't hate it and still think it is one of the best RPGs there is, but it is my least favorite FF game

But just wanted to clear up some bits about the design of city and turtle.
 
siro24.jpg


Between the text in the upper left corner, the health bars and stats in the upper right, the mini-map in the lower left, the huge targetting circle in the lower right, and the move selection stuff at the bottom, I think that there is a bit too much information taking up the majority of screen space. They should tone it down a bit. Game looks great though.
 
cvkpaladin said:
Between the text in the upper left corner, the health bars and stats in the upper right, the mini-map in the lower left, the huge targetting circle in the lower right, and the move selection stuff at the bottom, I think that there is a bit too much information taking up the majority of screen space. They should tone it down a bit. Game looks great though.

I think someone mentioned before that the UI can be customized.

Because really, that game with all that on-screen playing on a 4:3 CRT TV is going to look awfull :lol
 
Top Bottom