刚去查了查,说是暗影之王开发受了影响,真假懒得分辨了,反正暗影之王就我个人看算不上恶魔城[s:ac:汗]
[quote][pid=564290370,29335627,1]Reply[/pid] Post by [uid=40505267]窥视眼[/uid] (2021-11-07 14:53):
刚去查了查,说是暗影之王开发受了影响,真假懒得分辨了,反正暗影之王就我个人看算不上恶魔城[s:ac:汗][/quote]暗影之王本质上类似欧美外包的DMC
[quote][pid=564290370,29335627,1]Reply[/pid] Post by [uid=40505267]窥视眼[/uid] (2021-11-07 14:53):
刚去查了查,说是暗影之王开发受了影响,真假懒得分辨了,反正暗影之王就我个人看算不上恶魔城[s:ac:汗][/quote]恶魔城本来销量40万左右 算小众 科婊让小岛做暗影之王 一代大卖 然后二代拉了 系列彻底冷藏
其实换个公司恶魔城这种成本和销量完全可以出 只是科婊自己经营理念的问题罢了
[s:ac:哭笑]
从公司内部资源倾斜来看
小岛当时话语权足高层我行我素
他自己的项目当然悠闲资源拉满
多多少少会影响其他组
之前看的是恶魔城暗影之王开发组把演示交到科乐美,然后被科乐美否了要他们回去重做,理由是这太不恶魔城了,然后小岛看了演示觉得还行给开了绿灯。具体真相说不清楚的。说小岛倾轧公司内其他组,这个很早以前就传过,真假不知。我个人倾向是真的,因为这几年科乐美小IP项目搞了好几个,前段时间一口气公布两款游戏王的游戏时我内心甚至在想这是科乐美?
PS:小岛和科乐美这两之间别细究了,一堆烂账。
小岛就是个挂名,开发全部都是外包工作室负责,真要小岛做为什么不用他自己的开发部?前两年小岛还在推上谈起过这事,顶多给了点分镜和音乐的建议
被科婊开除时候暗影之王工作室的采访:
Mercurysteam曾经开发了《恶魔城》作品,其中《恶魔城:暗影之王》得到了极好的口碑,但后来这家工作室与科乐美停止了合作。而在接受媒体采访的时候,Mercurysteam的一名制作人Dave Cox表示,他们之前与科乐美的合作中止是科乐美主导的,因为双方的理念出现了较大的出入,科乐美希望将更多的精力投入在手游上,更多的关注日本本土市场。
同时,Dave Cox也表示,小岛秀夫对他们给予了不少帮助,他给予了工作室自由开发权,并给予很多支持。Dave Cox盛赞,小岛秀夫才是真正懂游戏的人。
没有任何证据的东西,只能理解为某些科孝子意淫出来的小岛黑料
五十岚孝司和经典恶魔城早都被科乐美放弃,暗影之王2是剧情爆炸自己作死的,小岛自己合金装备没做完还能各个项目全插一脚,这什么007加班超人,自身都难保最终离职的人能被传成一手遮天的大人物,我完全理解不了其中的逻辑
恶魔城和小岛没有关系…
Konami自己就不想好好做游戏了。
魂斗罗、沙罗曼蛇、恶魔城、心跳回忆、合金装备、寂静岭、DDR……
还有当年吊打FIFA的实况或者11人系列。
人家现在做老虎机和游戏王就能躺着挣钱,为啥要吃力不讨好做什么恶魔城呢
咱们从销量出发吧,恶魔城国内热度是不错,不过从1986年起至2014年暗影之王2为止这28年全系列销量2000万左右。mgs(不包括mg)全系列销量5600万左右。小岛被konami踢出去之前是开发部的高管,资源倾斜肯定的是有的。而且熟悉小岛的都知道他做游戏烧钱真的厉害。另外你也可以对比小岛走前和走后konami的财报。什么都能胡说,数字骗不了人。
暗影之王2小岛有参与我是不信的,从合金1到5哪一代不是要潜行可以,要大杀四方也可以的模式。就暗影之王2那个脑溢血的从头到尾强制躲猫猫,暴露了直接重开的设计,小岛看没看过都两说[s:ac:汗]
如果恶魔城是被小岛死的,那小岛离开这么多年的可乐妹一定能做出优秀的恶魔城续作吧[s:a2:doge][s:a2:doge]
[quote][pid=564294364,29335627,1]Reply[/pid] Post by [uid=63123110]nafzolt[/uid] (2021-11-07 15:10):
咱们从销量出发吧,恶魔城国内热度是不错,不过从1986年起至2014年暗影之王2为止这28年全系列销量2000万左右。mgs(不包括mg)全系列销量5600万左右。小岛被konami踢出去之前是开发部的高管,资源倾斜肯定的是有的。而且熟悉小岛的都知道他做游戏烧钱真的厉害。另外你也可以对比小岛走前和走后konami的财报。什么都能胡说,数字骗不了人。[/quote]小岛走了以后科乐美营业额一直是大幅度上涨啊。
诀窍就是不做什么主机/PC游戏…
赌+游戏王+手游…就够了
Wiki上都能查得到有可信来源的媒体报道,开发商自己做砸了关小岛秀夫什么事?
The game was announced at E3 2012.[9] The developers' intention was to play as Dracula for the first time in the Castlevania series and conclude the storyline started in the first Lords of Shadow. Although the previous game was well-received, the designers noted it had several flaws which they wanted to fix while improving the gameplay.[7] This includes reducing the game's over-reliance on quick time events, removing the fixed camera in favor of a 360 field, and improving the framerate.[4] Rather than recycling elements from previous games, the team decided to redesign the game engine. The developers also felt Lords of Shadow was too linear, which introduced another change for the sequel:[4] it will have an open world to give players a sense of exploration and avoid transitions between levels. Despite an initially linear path, players will be given multiple options as they progress. This was also intended to contrast with other action series such as Tenchu, Legacy of Kain and Devil May Cry.[7] Designing the modern setting created difficulties for the developers.[3] The team had previously done open world games but were disappointed with their quality and believe Lords of Shadow 2 will be an improvement over those.[7]
In a June 2012 interview with Nintendo Life regarding Mirror of Fate during E3 at the time, Lords of Shadow producer Dave Cox stated there were no plans to release Castlevania: Lords of Shadow 2 on Nintendo's then upcoming Wii U console.[10] Cox and Konami reaffirmed this several months later after the Wii U launched, citing lack of resources for porting the game.[11][12]
On February 12, 2014 a demo was made available on the PlayStation Network, Xbox Live and Steam.[13]
Following the game's release, reports surfaced from anonymous sources stating to be developers at MercurySteam concerning the game's development. One source alleged that the development process had been "a degree of 'hell'", and laid the blame upon the game's director, Enric álvarez. álvarez, it was alleged, led the development "based on his personal criteria", while "completely overlooking programmers, designers and artists."[14] A second source corroborated this information, bemoaning the lack of trust, leadership and communication between the teams working on the game. This source suggested that José Luis Vaello, a former art director at MercurySteam, left the studio for Tequila Works due to the conditions described. álvarez denied the claims on Twitter stating "Is sad [to] see people giving credit to the lies and insults from an enraged ex-worker."[15][16][17]
Reply to [pid=564294364,29335627,1]Reply[/pid] Post by [uid=63123110]nafzolt[/uid] (2021-11-07 15:10)
财报这么好看如果是因为各种被打压的中小型IP焕发第二春了那才有说服力,事实上走得又不止小岛,小岛走后可乐妹在游戏上也没看出有什么建树
Reply to [pid=564296679,29335627,1]Reply[/pid] Post by [uid=41832571]theb[/uid] (2021-11-07 15:21)
维基和百度百科一样,是个人都能编辑,信不信看自己吧。
[quote][pid=564297214,29335627,1]Reply[/pid] Post by [uid=63123110]nafzolt[/uid] (2021-11-07 15:23):
维基和百度百科一样,是个人都能编辑,信不信看自己吧。[/quote]看引证谢谢
Reply to [pid=564295911,29335627,1]Reply[/pid] Post by [uid=251503]richterhu[/uid] (2021-11-07 15:17)
啊,对了,游戏王是科乐美的,这个ip很赚钱。我记得排在最赚钱ip前十几名。这个的投资回报率挺高的,相比主机游戏来说。
[img]http://img.nga.178.com/attachments/mon_201209/14/-47218_5052bc4cc6331.png[/img]一直有小岛秀夫压制其他ip的说法但是也没人拎出来细说所以真假未知