Información del juego
Deep Down es el videojuego de rol y aventuras en tercera persona con componente online desarrollado por Capcom bajo la supervisión de Yoshinori Ono y Teruki Miyashita. Ambientado en un mundo futurista, concretamente en la Nueva York del año 2094, el título nos invitará a encarnar a una serie de jugadores que se conectan a un potente programa de realidad virtual que traslada a los usuarios a un mundo de fantasía enmarcado dentro de la época medieval. Diseñado para PlayStation 4 y con opciones online, su desarrollo sigue siendo un misterio.
Mazmorras, fantasía y futuro
Deep Down es un videojuego de rol para un jugador con elementos cooperativos online que nos trasladamos a un futuro distante, concretamente al del año 2094, en el que la tecnología permite enviar a los jugadores y usuarios a los mundos en los que quieren disfrutar de sus partidas. A través de un hub de corte futurista, entraremos en el universo fantástico y oscuro de Deep Down, en el que deberemos sobrevivir a una serie de mazmorras generadas de forma aleatoria y habitadas por las más variadas criaturas imaginables. La idea de Capcom con este juego es salir de la habitual estela de videojuegos influenciados por Dark Souls, apoyándose en conceptos más cercanos al roguelite y los títulos de acción, pero sin olvidar la supervivencia.
El diseño de niveles, aleatorio y distinto en cada partida, la cooperación con otros jugadores y la personalización de equipo para nuestro personaje serán claves en la jugabilidad. Además, según se ha confirmado, el combate será desafiante gracias a la posibilidad de elegir en todo momento en qué parte o miembro del enemigo queremos hacer daño, ofreciéndonos la posibilidad de dar estocadas y golpes muy certeros si tenemos oportunidad.
Dado que Deep Down asfixia al jugador con sus escenarios, que irán desde oscuras cuevas habitadas por dragones a castillos en ruinas, fortalezas y mazmorras llenas de esqueletos o monstruos e interminables galerías inundadas por agua y cosas peores, Capcom ha querido también potenciar el uso limitado de objetos y el inventario, que será muy reducido.
Un desarrollo traumático
Anunciado al comienzo de la generación de PlayStation 4, Deep Down es un título que sigue en desarrollo. Sus responsables han confirmado que siguen trabajando en el videojuego, diseñado en base al motor gráfico Phanta Rei, uno de los más potentes dentro del seno de Capcom. Sin embargo, pese a los avances, el título se ha sometido a varios cambios artísticos y de planteamiento, siendo la mayor parte de su propuesta una incógnita igual de grande que su supuesta fecha de lanzamiento.














[quote]Capcom recently filed the second extension request for the obligation to send a Statement of Use to the United States Patent and Trademark Office.
Basically, every six month after the registration of a trademark, if a company still hasn’t provided proof that said trademark is being used in commerce in the country where it has been registered, an extension has to be requested, or the mark is canceled. This can be done up to five times before the mark is lost.[/quote]
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[quote]Initially, the pair spend time talking about the history of the game’s development, particularly with respect to its initial genesis. To hear Ono tell it, [b]“After the team had worked finished working on Resident Evil 5 and 6, they started transitioning into a new project and we asked around about what all they actually wanted to do. Their answer was that they wanted to make a new game.”[/b]
He elaborates, [b]“They wanted to focus on new hardware, and they wanted to be able to use new technology to make it. They had a lot of opinions, which ultimately brought us to the game that it is, though it’s not been without its share of trouble because of it. (Laughs.)”[/b]
[b]The decision to make the game free-to-play was also borne out of that internal surveying process, with the team believing that developing such a game would add some interesting wrinkles to the creation process.[/b] Capcom isn’t entirely unfamiliar with producing games in that vein, albeit to varying degrees of success, with some previous efforts having been shut down, most notably Monster Hunter: [b]Massive Hunting, which was released for mobile phones.[/b]
Ono notes that Capcom’s Tokyo branch, which has done work in the free-to-play space, is coordinating with the Osaka team, the side of the equation mainly responsible for Deep Down‘s development. As he explains it, [b]“People within the team just want to try and challenge themselves with new things and that’s brought to bare its own share of costs. (Laughs.) But to the company as a whole, this is a meaningful undertaking, which is why the game was ultimately green-lit to begin with.”[/b]
In terms of actual design philosophy, Ono states that the team is taking cues from online games that they like, but are also being allowed to more broadly make the sort of game that they’d like to play in general. [b]“I told the team to just ‘make a game that you all think would be fun,'” he recalls. “If I told them to more specifically do this or that, they might feel pigeonholed into just making something that’s derivative of what Capcom has previously put out.”[/b]
Currently, development has entered a stage that [b]Ono describes as being “trial and error,” but urges people to not take its current status to mean the game is potentially on the chopping block. “[The fact that development is taking time] doesn’t mean the game’s release status is in jeopardy, far from it. Rest assured, it will come out. Eventually, we’ll be able to find our groove and then from there, development will progress at breakneck speed.”[/b]
That’s not to say that it’s not without additions and changes from what was previously shown, however. [b]Compared to the build that was playable at the Tokyo Game Show in 2013, the controls have been simplified and the game overall has been improved to better allow players to readily grasp a wide breadth of information at a glance.[/b]
Additionally, clarifying about the nature of the game’s appearance earlier this year at E3, [b]Ono says that it was mostly there as a visual exhibition, although it got him into trouble because people started to hound him at the show about when the game would come out in North America because of its positive reception on the show floor, an incident that naturally elicited one of his trademark chuckles upon recalling it.[/b]
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Parece que la beta se va a 2015...
Genial como luce en ese video!
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