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F-Zero UX Eng Version - Draft 0.9

Jul 27th, 2012
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  1. Translation ENG
  2.  
  3. I want WiiU (1080p/60Hz) "F-Zero" , it better be as hard as "F-Zero GX", I want hardcore difficulty, I want a whole modes intended for hardcore players, that's why I played "F-Zero series" as much hours as "Zelda" and "Metroid"; ... now that I remember, probably more because of multiplayer with my brother and other friends, "F-ZeroGX" might really be my total second most played game after "smash bros." series; and that's a lot considering I played every single "TheLegendOfZelda" and "Metroid" release 300 hours EACH, not to mention "Starfox" and other "first-parties".
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  5. I want for "ウィー ユー" new (1080p/60Hz) "エフゼロ" , it better be as hard as "エフゼロ ジーエックス", I want hardcore difficulty, I want a whole modes intended for hardcore players, that's why I played "エフゼロ" series as much hours as "ゼルダの伝説" and "メトロイド" series; ... now I remember, probably more because of multiplayer with my brother and other friends, "エフゼロ" series might really be my total second most played game after "大乱闘スマッシュブラザーズ" series; and that is a lot considering I played every single "ゼルダの伝説" and "メトロイド" game for 300 hours EACH, not to mention "スターフォックス" and other "ファーストパーティー".
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  7. Please "Nintendo", I will explain why this is important, the difficulty played a major factor in the game's success, it was one of the top if not the best hardcore games for "GCN", it will not be a worthy sequel if it does not provide higher difficulty modes and greater challenges, these things are not that costly to implement technically, but require research and analysis which still does NOT require large teams of resources, just put in harder ways and methods in the existing assets. Harder challenges to get "unlockables" and much harder modes. Don't forget for all other little stuff and details that raise the overall quality.
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  9. Please "任天堂株式会社", I will explain why this is important, the difficulty played a major factor in the game's success, it was one of the top if not the best hardcore games for "ニンテンドーゲームキューブ", it will not be a worthy sequel if it does not provide higher difficulty modes and greater challenges, these things are not that costly to implement technically, but require research and analysis which still does NOT require large teams of resources, just put in harder ways and methods in the existing assets. Harder challenges to get "ロックオン" and much harder modes. Don't forget for all other little stuff and details that raise the overall quality.
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  11. This would be awesome :D
  12. -very easy
  13. -easy
  14. -normal
  15. -hard
  16. -very hard
  17. -veteran
  18. -brutal
  19. -hardcore
  20. -nightmare
  21.  
  22. Don't forget that frame-rate (refresh-rate/FPS/Hz) is very important for hardcore players as it's makes a huge difference in finely tuned control response and flexibility, 30 is not enough for games like these.
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  24. Making sure to balance these levels, the jump from very hard to nightmare is small and carefully calculated in terms of actual code parameters, but the effect will be huge once a player tries to respond and time his actions, the most difficult process of this is polishing and testing so it works and produces the required effect, so the game must be designed around this to allow player's skills to impact his performance directly ... and with a need of some good player to actually prove it's possible to beat, should be involved in Q&A testing, still this aspect is not that demanding on a studio in terms of overall resources for materials, but if we include that "F-Zero" is a franchise where graphics quality matters is another thing, the "1080p/60Hz" and especially texture quality will require additional effort. Please respect the "F-Zero" franchise as it is one of your "first-parties", so many people will be able to see and/or play it in it's greatest shine even if they are not as skilled, the game deserves this quality and effort, it's unique and original.
  25.  
  26.  
  27. Making sure to balance these levels, the jump from very hard to nightmare is small and carefully calculated in terms of actual code parameters, but the effect will be huge once a player tries to respond and time his actions, the most difficult process of this is polishing and testing so it works and produces the required effect, so the game must be designed around this to allow player's skills to impact his performance directly ;... and with a need of some good player to actually prove it is possible to beat, should be involved in Q&A testing, still this aspect is not that demanding on a studio in terms of overall resources for materials, but if we include that "エフゼロ" is a franchise where graphics quality matters is another thing, the "1080p/60Hz" and especially texture quality will require additional effort.
  28.  
  29.  
  30. Please respect the "エフゼロ" franchise as it is one of your "ファーストパーティー", so many people will be able to see and/or play it in it's greatest shine even if they are not as skilled, they will respect the game, the game deserves this quality and effort, it is unique and original.
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  33. ------------------------------------------------
  34. ウィー ユー = Wii U
  35. エフゼロ = F-Zero
  36. エフゼロ ジーエックス = F Zero GX
  37. ゼルダの伝説 = Zelda
  38. メトロイド = metroid
  39. 大乱闘スマッシュブラザーズ = smash
  40. スターフォックス = Starfox
  41. ファーストパーティー = firstparties
  42. ロックオン = unlockables
  43. GCN = ニンテンドーゲームキューブ
  44. Nintnedo = 任天堂株式会社
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