Los vídeos del gameplay que hay en la web oficial han sido recopilados en un solo vídeo:
Me encanta cuando "patina/derrapa" sobre el suelo.
Me encanta cuando "patina/derrapa" sobre el suelo.
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Gravity Rush se lanza el 9 de febrero en Japón; tendrá versión física
Sony ha confirmado que Gravity Rush -Gravity Daze en Japón- se lanzará el 9 de febrero en Japón. No será por tanto título de lanzamiento de Vita en el país nipón, aunque podría llegar para serlo de Occidente -la consola se lanza el 22 de febrero-.
El juego de Keiichiro Toyama, dreador de Siren y Silent Hill, tendrá un precio de 5,980 yenes en formato físico y 4,900 yenes en descarga. Se confirma por tanto que no será exclusivo de PlayStation Network.
Aquellos compradores de la versión física recibirán un libro con ilustraciones, un cómic y otros extras.
Yo > < Gravity.Vikutoru escribió:El emote ese representa un bostezo, no?
Así lo ha confirmado Sony EUR.· Gravity Rush sólo llegará a Europa en formato digital (PS Store)
https://losdarkynianos.superforo.net/t7157p60-post-oficial-ps-vita-info-100-darkyniana#106251ShinKun escribió:Poned fuente joer, que me estáis mareando.
A 2 putas semanas del lanzamiento de la consola y todavía no sabemos ni cosas como esta y el NLKS desaparecido en combate ¬¬
En resumen: en general, un juego muy bueno. Con 14 horas de duración, con bastantes extras, etc. El único punto negativo es la parte de los tiempos de carga, que son muy largos.Here is some info on Gravity Rush from Japan.
As I said earlier Dengeki PS's gravity daze score is 95 / 90 / 100 / 80
One of the good thing is that there seems to have many side missions and even support rankings for those missions. The reviewers all said that there are a lot of side stuff you can do to enjoy the game other than the main story.
One down side seems that the game auto saves often and that when you retry, the loading is very long. And they also praise other things like the graphics, BGM, art direction, etc.
And there are some other information from Japanese people who got the game early(These might not be 100% accurate info though):
There is a lot skills you can level up.there are many costumes you can receive during the game. apparently you can set pose ans stuff. There are many accessories, and if you equip them they actually reflect it in the character.
The visuals are exactly same from the demo, and there seems to be no frame drops.
The part where you have to use the gyro-sensor for the gravity move thing, you can change at the option to turn off the gyro. They also mentioned that the load time is a bit too long.
One guy who finished the game took 14 hours (for main story probably)
The celebrate the Japanese launch of the game this week, the staff for Gravity Daze (Gravity Rush in the US) gave the media a behind the scenes look at the development of the game.
Dengeki Online put an article up 2 days ago: http://news.dengeki.com/elem/000/000/454/454975/
Here is a look at the original proposal for the game:
I cannot really make out from the photo the exact date the proposal is dated (it's either April 2008 or Jan 2009), but it was proposed by Toyama as a new internal project. The game, known at that point as Gravite, was to be a PS3 "Gravity Action" game for retail. It was targeted at core users, and would support additional episodes delivered as DLC.
Throughout 2009 and 2010, Toyama continued to develop the Gravite idea as a PS3 game with his team. The first concept video they prepared for internal presentation is dated Jan 2009:
A year later, the team put together a game walk through and image board demonstration:
They also shared pre-production materials showcasing the tons of character design changes and evolutions the game went through from the early PS3 stages to the eventual Vita game:
So while this is all very interesting to fans of the game and Sony Japan studios, it also brings up a very interesting question about Sony's Japanese development environment. The last game Toyama shipped was Siren Blood Curse for the PS3 in 2008.
It is now 4 years later, and now we learned that he wasn't totally sitting on his ass doing nothing. Right after shipping Blood Curse, he moved on to making a PS3 action game. But somehow, instead of the game coming out on the PS3 in 2010 like a normal game would, somehow Sony lets the entire team and the team lead spend over 3 years on a relatively small scale new IP.
There's probably something seriously wrong here!
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