Dragon Quest Heroes

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Dragon Quest Heroes Day One Edition revealed by Square Enix Online Store

The Square Enix Online Store has revealed a “Day One Edition” for Dragon Quest Heroes: The World Tree’s Woe and the Blight Below, as well as further confirmed the game’s leaked October 13 release date.

The Day One Edition appears to include an exclusive “Slime Weapon Set,” which were weapons limited to specific retailers in Japan. (Square Enix e-Store pre-orders got the Slime Sword, Amazon Japan got the Slime Axe, etc.)

Get a rundown of the action RPG below, via the Square Enix Online Store.

Dragon Quest, one of the most iconic RPG series from Japan, will arrive in the form of a full-scale action RPG for the first time in the history of the franchise.

In Dragon Quest Heroes, the protagonists must rise up against insurmountable odds, challenging swarms of enemies and conquering gigantic monsters in an exhilarating action game. Filled with characters and monsters designed by world-renowned artist Akira Toriyama, Dragon Quest Heroes is brought to the PlayStation 4 in beautiful HD graphics.

Both Yuji Horii, the general director and creator of Dragon Quest, and Koichi Sugiyama, the composer closely tied to the series since its first installment and creator of countless musical masterpieces instilled in the memory of series fans, are closely involved in bringing this title to life.

Furthermore, ω-Force (Omega Force) from Koei Tecmo Games, the team that has created numerous popular action game series, is taking part in its development.

Dragon Quest Heroes is a title that not only DRAGON QUEST fans will enjoy but will appeal to gamers of all interests.

Release Date: 10/13/2015
Platform: PlayStation 4

-Quelle

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Weiß nicht ob ich meine japanische Version noch durchspiele vor der westlichen.
 
Dragon Quest: Heroes erscheint am 13. Oktober in Nordamerika

Square Enix hat den West-Termin für Dragon Quest Heroes: The World Tree’s Woe bekannt gegeben. Im Westen wird das Spiel nur für die PlayStation 4 veröffentlicht. Am 13. Oktober soll es in Nordamerika soweit sein, ob der Termin auch für Europa gilt, wurde bislang nicht gesagt.

Es wird zwei Versionen des Spiels geben, eine Day One Edition und eine "Slime Collector's Edition". Die Collector's Edition wird nur über den Square Enix Store angeboten und kommt mit folgenden Inhalten.

- Slime Plushie, Slime Key Chain and Slime Lanyard.
- Helpful Slime-themed downloadable content for characters to equip including a Slime Sword, Gooey Gloves, Goomerang, Goopid’s Bow, Squishing Rod, Gungenir, Slime-on-a-Stick, Gooreat Sword and Splat O’Nine Tails
- Bonus quest items, including the Gold-digger’s Map and Happy Map

Die Day One Edition beinhaltet neben dem Spiel folgendes:

- Helpful Slime-themed downloadable content for characters to equip including: Slime Sword, Gooey Gloves, Goomerang, Squishing Rod and Gungenir

-Quelle

[video=youtube;Veul9Q8R9fw]https://www.youtube.com/watch?v=Veul9Q8R9fw[/video]

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100€ ist echt zu viel. Sonst hätte ich sie mir geholt, wenn es 80€ gekostet hätte, wie OP unlimited world red.
Nur das hier ein Plüschy bei ist, den ich haben will :blushed:
 
When Dragon Quest Heroes Doesn’t Play Like Dynasty Warriors Game

From the Romance of the Three Kingdoms to Hyrule, Omega Force’s Warriors engine has been reworked for One Piece, Gundam, and now Dragon Quest. All of the Warriors games have a hack and slash core, but Dragon Quest Heroes: The World Tree’s Woe and the Blight Below has battles where mashing the attack button isn’t the key to victory.

The E3 demo had a mission called Whacksody in Blue where original characters Luceus and Aurora team up with Dragon Quest VIII’s Yangus and Jessica to stop Gigantes from rampaging a town. This monster towers over the army of Slime Knights and it isn’t fazed when Luceus pokes his foot with a sword. I pressed L2 to rotate through characters until I got Jessica, a magic user, to see if magic would be more effective. While Crack, an ice spell, hit Gigantes multiple times it didn’t do much damage. Jessica’s trademark Sexy Beam was equally ineffective. Just like any other Dragon Quest title using magic costs MP so repeating Crack over and over wasn’t going to take out the one-eyed giant.

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A hint appeared in game to use Spellcasters, catapults not magic users, to target the Gigantes’ eye. Spellcasters are scattered around the level with few enemies guarding them. When you sit in a Spellcaster you can move a target around and point it at the Gigantes’ eye (actually hitting the back of the head works just as well) to do a heavy amount of damage. A couple of hits in a row can stun the Gigantes giving the party a chance to attack it for a few seconds without worrying it will stomp on anyone in your party.

Each Spellcaster only has three shots, so most of the battle is running back and forth between Spellcasters instead of hacking and slashing at enemies. You can pretty much ignore the Slime Knights by running past them. The only monsters you have to worry about are the occasional Healslimes standing by the Gigantes feet that heal the boss monster. If you played Warriors Orochi 3, you may remember the battle with the Hydra, the Whacksody in Blue mission feels like a fuller realized version of that idea.

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Dragon Quest Heroes: The World Tree’s Woe and the Blight Below comes out in North America on October 13 and October 16 for PlayStation 4.

-Quelle
 
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Ich habe mal eben in einige Stücke des Soundtracks hineingehört. Kann es sein, dass es diesmal diese imho furchtbaren, schrammeligen Rock-Songs von Dynasty Warriors und zuletzt Hyrule Warriors nicht gibt?
Falls ja, würde ich das seeeeehr begrüßen. Ich liebe die ruhigen, verträumten Stücke von Sugiyama einfach zu sehr, als das ich davon Schrammelrock-Versionen haben möchte.

Und kann ich mir das Spiel als Hyrule Warriors mit Dragon Quest Figuren vorstellen? Vielleicht mach ich wie bei Zelda dann auch hier mal eine Ausnahme. Zum Schnetzeln zwischendurch fand ich das wirklich spaßig. Gibt es auch einen Story-Modus?
 
Musik ist wirklich nicht so rocklastig und hat auch mehr klassische DQ Elemente, merkt man ja am Main Theme. Und nein es ist kein direktes HW mit Dragon Quest, viel mehr eine Art RPG, man hat eine Oberwelt wo man sich aussuchen kann wo man hinfliegt udn Sidequest machen kann. Also nicht einfach nur Karte nach Karte wie in HW. Find ich super gemacht. Bosskämpfe sind teilweise auch ganz anders und auch mal alleine zu bewerkstelligen wie dieser verdammt Drache *grummel*

Kern Gameplay in den Maps ist aber Musou wie in HW und PW. Für mich ist HW aber der bessere Teil. Und es gibt nur einen Story Modus, sowas wie Adventure Modus gibt es nicht :)
 
Cool danke, klingt in jedem Fall interessant.
60 EUR ist mir das ganze vermutlich nicht wert (mir fehlt in den Musou-Spielen einfach die Abwechslung), aber wenn der Preis runtergehen sollte, bin ich dabei. Das mit der Musik freut mich natürlich :-D Außerdem hab ich gesehen, dass auch der Alchemiekessel wieder dabei ist. Yes!

Jetzt aber bitte noch Dragon Quest XI ankündigen, Square Enix :aargh:
 
Marketing Manager im Interview über den neusten Rollenspiel-Ableger

Am 16. Oktober 2015 wird Dragon Quest Heroes für die PS4 erscheinen. In Sonys Live-Cast-Video stellt Marketing Manager Issei Shimizu das Rollenspiel etwas genauer vor. So wird es erstmals möglich sein Charaktere im Kampf durchgehend auszutauschen. Laut Shimizu werden viele altbekannte Charaktere wie Jessica oder Yangus auch in Dragon Quest Heroes mitkämpfen. Playstation-Blog-Betreiber Ryan Clements stellt im Interview heraus, dass Dragon Quest gerade in Japan einen ikonischen Status besitzt und sich mit über 64 Millionen verkauften Spielen großer Beliebtheit erfreut.

-Quelle
 
Dragon Quest Heroes II Will Have A New Story And Is Set In A Different Place

While we’re still waiting for Dragon Quest Heroes: The World Tree’s Woe and the Blight Below, Square Enix is already developing Dragon Quest Heroes II.

The second hack and slash Dragon Quest game’s full title is Dragon Quest Heroes II: The Twin Kings and the Prophecy of the End. Square Enix also announced this game will have a different setting than Dragon Quest Heroes and a new story. Homiron, the cowardly slime that follows you in the first Heroes game (pictured from the first game), returns as a teacher.

Square Enix says Dragon Quest Heroes II they have enhanced offense and defense actions, the crowd of units players fight, and the giant monsters.

Quest Heroes II: The Twin Kings and the Prophecy of the End is in development for PlayStation 4, PlayStation 3, and PlayStation Vita.9

-Quelle
 
Dragon Quest Heroes II slated for spring 2016 in Japan

Dragon Quest Heroes II: Twin Kings and the Prophecy’s End will launch for PlayStation 4, PlayStation 3, and PS Vita in Japan in spring 2016, Square Enix announced.

The game will feature a new world, story, and protagonist, new characters from previous Dragon Quest series games, and four-player multiplayer.

Square Enix plans to share more news at the Tokyo Game Show in September.

Outside of this, Square Enix announced that total sales for the original Dragon Quest Heroes, which has still yet to launch in western territories, have surpassed one million units.

-Quelle

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4players Vorschau

Ich verstehe nicht, wieso Omega Force bei den hauseigenen Serien so konservativ vorgeht. Denn sobald sie mit einer anderen Lizenz arbeiten, werden sie sehr kreativ. Das war schon bei Hyrule Warriors so und wird bei Dragon Quest Heroes noch stärker beherzigt. Die Kämpfe gegen dutzende Feinde und mächtige Bosse werden durch Figurenwechsel à la Orochi Warriors sowie einem Fokus auf kleinere Gebiete aufgewertet, wobei die von der KI gesteuerten Kameraden effektiv helfen. Mit dem Einsatz von Magie, Inventar, Charakterentwicklung oder Alchemie als globaler Handwerkskunst zitiert man ebenfalls die Rollenspiel-Herkunft. Und obendrauf gibt es wie schon beim Abstecher nach Hyrule ein klasse Artdesign, bei dem sowohl visuell als auch akustisch der namhaften Lizenz Rechnung getragen wird. Derart Spaß wie mit den ersten Abschnitten in Dragon Quest Heroes hatte ich jedenfalls schon lange nicht mehr mit einem Spiel von Omega Force – auch nicht mit Hyrule Warriors. Im Oktober wird sich zeigen, ob dieses Gefühl auch mittelfristig Bestand haben wird.
 
How Dragon Quest Heroes Is Different From Omega Force’s Other Warriors Games

Siliconera sat down with Square Enix producer Ryota Aomi and Omega Force’s director Tomohiko Sho to talk about Dragon Quest Heroes: The World Tree’s Woe and the Darkness Below. While the game runs using the Warriors engine, I noticed some differences between Dragon Quest Heroes and Hyrule Warriors, another Omega Force project, so I began our conversation with that:

How did you approach Dragon Quest Heroes differently from Hyrule Warriors?

Tomohiko Sho, Director at Omega Force: For Hyrule Warriors, what we really set out to do with that was create a Zelda game that was a Warriors game, so it should feel like a Warriors game. That’s where we started that one. The approach we took with Dragon Quest Heroes was quite different. Rather than try to create a Warriors game that featured characters from another franchise, we wanted to create a Dragon Quest game that had become an action RPG. In that sense it’s an evolution of Dragon Quest rather than just a Warriors game. They may look similar in some ways in the way that they play out but the core of the game is very different.

Ryota Aomi, Producer at Square Enix: Just by having a Koei Tecmo do a game like this, of course people are going to say ‘Oh, it’s just another Warriors game,’ that’s something that’s unavoidable, but I don’t think that’s the case with Dragon Quest Heroes. It wasn’t designed to be just another Warriors game. [Omega Force] tried to stay true to the core of the Dragon Quest series and I hope that people see that when they play it.

How do you balance boss encounters with fighting hordes of enemies?

TS: Well, at first, we only had the idea that the player would be fighting hordes of iconic Dragon Quest enemies first, but, quite early on in development – it was a little ways in, but still early on – we realized that yeah, if we’re going to have an action game like this, then players are going to want to experience massive boss battles. What we really tried to do there was get the game system and the controls in such a way that you could fight these two very different opponents using a similar system, but we also wanted to make both of those encounters different in some way, which is why some bosses have additional mechanics and take a bit more effort to defeat than the smaller enemies.

The different idea is that when you’re fighting hordes of enemies, we want the player to feel really powerful. It’s quick action and easy satisfaction. Because we didn’t want the game to solely focus on Warriors game play, we broke up that experience by making bosses much more tactical encounters. We really want the player to be able to pick out their weak points and decide how to approach them.

There are a few characters in Dragon Quest Heroes that actually don’t appear in main-series titles in the United States. What are you going to do to introduce these new characters in the game?

RA: Well, we wanted to introduce people to these characters, so that’s actually why we put them in the game – so that people [in the West] can see them for the first time and experience the story with them. Obviously there is a lot of focus on the characters that have appeared overseas and we had a lot of fun putting their stories together in the game. We put a lot of effort into emphasizing the Dragon Quest IV characters in Dragon Quest Heroes, and think players will have a lot of fun with them.

In Hyrule Warriors, characters were designed around a single mechanic – for example, Sheik had her elemental songs that would change her combo and let her use different abilities – what approach did you take to make characters unique in this game? They feel quite different.

TS: The difference there in how we thought about each character was simply based on the volume of characters that Dragon Quest Heroes has in comparison to Hyrule Warriors. Hyrule Warriors had a relatively small cast so it was easy to design each character around their own mechanic. In Heroes, you can switch between characters, and that made giving each one a unique mechanic sort of redundant. So, instead, each character does have a unique move set, but, the focus is on the combination of those characters in battle and not necessarily each individual one. We based the balancing of the game, as well as what characters would have what kinds of abilities, on how they can be paired together, not how they can be used alone.

That brings me to my next question! Usually the Warriors combat style is very fluid, but, there are some obvious bumps in the game play in Dragon Quest Heroes. There’s a casting system, for example, and building tension takes a lot of time. Was this deliberate?

TS: You bring up an interesting point! We haven’t really talked much about the pace and the tempo of the game play, but if you felt a difference than it was definitely intentional. We very deliberately tried to slow down the game play a bit in comparison to other action games out there. Today’s action games just get faster and faster and faster. What we really wanted to do with this game was create something that anyone can enjoy, so we built it to be an action game you can actually think about while you’re controlling it. It’s got a flow to it, but you won’t be carried or swept away by the action.

There are a lot of Dragon Quest fans on the team. One of the things we wanted to do was kind of transform the feeling of selecting a spell or attack from a menu, and then executing it – this is why casting takes a bit of time. Building Tension is sort of like skipping a turn to do something, right? It gives you a great benefit of dealing more damage, but, it also leaves you defenseless until it activates.

Dragon Quest has taken some interesting turns over the years – Dragon Quest Swords was a fun side project – how did you go about building these two different action games?

RA: With Swords, the main drive behind that project was the hardware. We built it specifically around the Wii Remote and looked for a different way to experience combat in the game. That’s very different from what we’re doing with Heroes for the PlayStation 4. We didn’t focus on differentiating the experience through hardware so much as differentiating the experience via gameplay, so that’s why the game has traditional action controls. They are two very different approaches. I guess you can say that Swords was a hardware based idea while Heroes is a primarily gameplay based ideas.

Dragon Quest Heroes 2 was announced very, very soon after the first game was released. Why announce the sequel so soon?

RA: Well, we can’t really get into details about what we’re going to put in the sequel yet, but, it really was quite soon after the first, wasn’t it? Truthfully, we collected a massive amount of feedback from players that had had played the first game saying ‘we love this’ and ‘we want to see more of this,’ and after seeing what people had to say, we got several ideas on how to improve and build on the experience. After that, we thought we had enough to do something more and bring that to another game, so the decision was easy, and we had enough content to move forward with a second title.

Regarding Dragon Quest Heroes 2, how is it different than the downloadable content offered for Hyrule Warriors? That is to say, all of the DLC for Hyrule Warriors could’ve probably been made into its own game. If Dragon Quest Heroes 2 is just an elaborated, improved Dragon Quest Heroes, why not make it DLC?

TS: First let’s talk about Hyrule Warriors. We want to clarify here that we haven’t confirmed or announced any sequels to that title yet. The idea behind Hyrule Warriors DLC, though, was to say thank you to the people who had already purchased the game and to allow them to experience the game in a different way with new characters and gimmicks.

We chose to do what we did for Dragon Quest because I think the story is what people really, really look for in a Dragon Quest game – in fact, that was our biggest focus in the title – so we thought that a proper way to approach telling a complete story would be in separate titles.

This is a question for Miyake, who’s been sitting patiently through this whole interview! The last time we spoke about bringing the Rocket Slime games over to the west. Has that idea been floating around the office?

Yuu Miyake, Executive Producer of the Dragon Quest series: (laughs) Well, you know, when we talk about Rocket Slime titles, they really were the first Dragon Quest action game! And hey, if Dragon Quest Heroes does well, I guess we’ll have to talk more about Rocket Slime!

-Quelle
 
Dragon Quest Heroes: Alle DLCs in Europa gratis auf der Disc

11.09.15 - Square Enix gibt bekannt, dass alle in Japan veröffentlichen DLCs für Dragon Quest Heroes in Europa auf der Disc sein werden.

Diese zusätzlichen Episoden sind kostenlos und verfügbar, sobald man die Hauptgeschichte bis zu einem bestimmten Punkt durchgespielt hat. Die meisten Episoden sind freigeschaltet, wenn man King Hydra besiegt hat. Release. 16.10.15 (Europa)

-Quelle Gamefront.de
 
Finds super und freu mich auch auf das Spiel, aber da der Releasetermin gleichzeitig mit Tales of Zestiria und die C.E. von DQ dann einfach zu teuer für den Inhalt ist muss es erstmal warten.
 
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