火影忍者疾风传 终极风暴4

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火影忍者疾风传 终极风暴4

CyberConnect2 CEO Hiroshi Matsuyama oversaw the game's development.

Storm 4 was originally intended to be a PlayStation 3 game, but its development was changed to the next generation of consoles to take advantage of hardware capability. CyberConnect2 CEO Hiroshi Matsuyama conceived the base narrative, beginning with the fight between Hashirama Senju and Madara Uchiha, over an eight-month period. Each character took fourteen months to be developed. According to Matsuyama, the game's budget was higher than previous titles (¥1.4 billion) due to the work needed on each character.[22] Although the previous titles were released for the PlayStation 3 and Xbox 360, Naruto Shippuden: Ultimate Ninja Storm 4 was developed for next-generation consoles as a result of demands by video-game marketers.[23] CyberConnect2 took advantage of the PlayStation 4 and Xbox One hardware to enhance the title's graphics. The team developed the game's narrative to pick up where Storm 3, Storm Generations, and Storm Revolution left off, and included an adventure mode set after the story.[24] Matsuyama gathered a number of developers for Storm 4, hoping that the upgraded hardware would complement the manga, and said that the its final volume inspired him to design the game.[25]

Instead of keeping up with secondary characters, CyberConnect2 conceived the Leader System so players could use two independent fighters simultaneously. Matsuyama promised to return to the numbered titles' boss battles because they are popular with fans. Since the manga had finished by the time the game began development, he wanted Storm 4 to have boss fights with visuals surpassing previous installments. Matsuyama cited one boss fight where Naruto Uzumaki, Sasuke Uchiha and Sakura Haruno summon giant animals to combat the Ten-Tails, with Naruto's giant toad Gamakichi "surfing" through the Ten-Tails with a wooden sword. To improve game length, Matsuyama also wanted an online mode. Unique techniques, not present in the manga, were created to fit the pairings which were popular with fans.[10]

Matsuyama wanted to add material from the New Generation Project, which was begun by the series when the manga ended its serialization in 2014. The team listened to suggestions by fans, based on the previous games, to make the battle system easier to work.[26] A mechanic brought from previous games are the walls, where the player can lose a fight by falling from the ring; early in Ultimate Ninja Storm 4's development, the staff debated implementing them in boss fights.[23] When he saw the finished product, Matsuyama was moved by the final fight between Naruto and Sasuke.[27] He sketched the two fighters, intending to put it on the game and promising gamers that they would enjoy the fight.[28][29]

The hardware enabled a new mechanic in which the player character can receive assistance from another character with fire-[30] or wood-based techniques; the details of each differ. Matsuyama noted that the implementation of running on walls was controversial among the staff; one demo focused on environmental effects, such as smoke and sand. Asked about adding Hanabi Hyuga to the cast, Matsuyama said that it would be her The Last: Naruto the Movie incarnation.[8]

The team researched several types of animation to improve the game's quality. Bleach bypass was used, with reworked lighting to resemble anime; Matsuyama called it a playable anime. The game environment and the characters' facial animations were highly detailed, thanks to the new hardware. Effects were changed as well; a fire burns the victim's clothing, forcing the player to turn off the fire. Although the Shinobi world war is the focus of the story, Matsuyama also wanted the team to prioritize the final battle between Naruto and Sasuke. In early segments of the story, the team used animation from Studio Pierrot's Naruto Shippuden anime; Matsuyama said that the narrative at the beginning of the game was already well done, and the early chapters resemble anime. The team used multiple animation frames for the story mode, and Matsuyama aimed to balance the game's visuals with Pierrot's animation.[13]

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