This year at TGS 2010, the development team selected from the staff of four persons who were given four different types of weapons: Dual swords, two-handed sword, weapon and shield and bow and arrows to give a live demonstration of the gameplay Core Blaze. Correspond to several different weapons and fighting style abilities may vary depending on the weapons that the character is currently using.
For example, the archer is characterized by the ability to disrupt enemy attacks with its fast and far and can also change attributes of different elements like fire and water changing bow and arrows. The sword in the hand is used to attack but the player can also cast spells to all party members to improve their strike force, as well as the player who carries the shield can cast spells to party members to improve defense .
The devs are hoping to make the gameplay faster and more interactive, thanks to flexible strategies that can arise between different combinations and trade of weapons.
Treating the game is always connected to the spells that are connected to arms which can treat or remove the debuff when necessary.
Speaking instead of the feature of the jump, Jacky Chu revealed that will be optimized in the near future. For example, climbing and jumping from a high place will challenge the skills of the players.
The four-person team commanded the four characters using a joystick. The status of the character (including the red bar of HP, the blue and yellow energy MP) are displayed in the upper left.
Core Blaze is very focused on action and pace of play is why the shortcuts are essential in terms of gameplay. The game interface is in fact hybrid that is very similar to interfaces found in games consoles.
During the demonstration team gioatori met a boss, preceded by a short video showing in all its power Kui Lou.
Jacky Chu noted that the development team wanted to give the feeling of overwhelming stress they face a boss, for both the team and for individual players.
You will notice that the boss in this game are really great attention to detail and many of them will have different stages of transformation, not simple men faced.
Kui Lou for example looks like half human and half giant spider. Being in front of him you can attach it directly or you can attach the four legs which can be found. At this point, after destroying the boss will go paw to paw at the second stage of processing, thus becoming a human boss, given that they had destroyed all four paws! Now you can go and kill nearly a second boss.
Killing bosses in many ways different types of players will receive prizes and the boss himself will take different strategies according to the connections of the players.
After killing a boss, the player will receive points that will accumulate and when the server will collect all the information of the players will generate a list of players according to their points, allowing players to compare him to others.
As I said before the concept of the boss in this game is truly revolutionary because, as written above, players can choose to attack him directly or to adopt different strategies based on this criterion and the boss will change skills, attacks and awards but not only is the climate and the time change the general appearance of the gaming scene!
Speaking of parties during the demonstration by the party consisted of more than 10 people while in the actual game there will probably be normal party of 5 people even if Jacky Chu said that in future the number of people may increase maximum.
The game includes a built-in voice chat system to make the bowl faster and easier. It is an integrated system of Chart or Facebook but in return the development team assures us that the Guild will not only containers but players will feature innovative and fun.