Duniyar wasannin bidiyo ta yi mamakin dawowar wani yanayi mai ban sha’awa game da ɗayan taken Capcom da ake tsammani. Pragmata, tun ma kafin kaddamar da shi a hukumance, tuni ya fara samar da maganganun da ke kwatanta shi da zamanin da ya wuce na wasannin lantarki. Essa an tattauna fahimtar farko tsakanin masu sha’awa da kafofin watsa labarai na musamman.
Ra’ayin farko game da wasan yana nuna cewa yana sarrafa dawo da wani nau’in “sihiri na tsohuwar makaranta”, wanda yake tunawa da zamanin zinare na consoles kamar Xbox 360 da PlayStation 3.
Kyakkyawan liyafar daga ‘yan wasa, waɗanda ke nuna wannan sifa na “classic”, yana da nauyi mai yawa ga masu halitta. Alama ce cewa ana fahimtar ƙoƙarin gina wata ƙwarewa da ƙima, yana ƙarfafa ainihin abin da Capcom ke nema ya buga akan sabon kayan fasaha.
An kubutar da sihiri daga zamanin zinare
Cho Yonghee, darektan Pragmata, ya nuna matukar gamsuwa da fahimtar ‘yan wasan. “Mun ga ra’ayoyi da yawa suna faɗin cewa, a kan tabbataccen bayanin, wasan yana da kyakkyawan yanayi,” in ji Yonghee. Ele yana ɗaukar wannan ra’ayi a matsayin ingantaccen ingantaccen aikin ƙungiyar gaba ɗaya, yana nuna cewa ana samun nasarar isar da ainihin abin da ake so ga jama’a. Magana game da “sihiri na tsohuwar makaranta” yana haifar da lokacin da gwaji da asali suka kasance alamomin masana’antu, kuma yawancin lakabi sun zama abin tarihi don sababbin labaransu da makanikai. Essa ana yawan tunawa da zamanin da daɗaɗɗa daga tsoffin ƴan wasa, waɗanda ke neman irin wannan gogewa a cikin abubuwan da aka fitar na yanzu.
Don Yonghee, kwatancen yana da ma’ana sosai. Ele yana tunawa da tafiyarsa a matsayin ɗan wasa a wannan lokacin, wanda ke nuna yaduwa na musamman da wasanni masu ban sha’awa. Essa keɓaɓɓen ƙwaƙwalwar ajiyar yana daidaita kai tsaye tare da nau’in ƙwarewar da Pragmata ke nema bayarwa. Sanin al’umma cewa wasan yana sarrafa wani ɓangare na wannan ruhun shine, a gare shi, “mafi kyaun inganci”. Isso yana nuna cewa ƙungiyar tana kan hanyar da ta dace don ƙirƙirar take wanda ba kawai ƙirƙira ba, har ma da girmamawa da haɗin kai tare da tushen nishaɗin lantarki ta ingantacciyar hanya.
Tsarin maimaitawa yana tabbatar da haɗin kai
Furodusa Naoto Oyama yayi cikakken bayanin hanyoyin haɓakawa don Pragmata, wanda ke bin tsarin juzu’i tare da mai da hankali kan haɗin kai. Hanyar Essa ta bambanta da nau’ikan inda ake ɗaukar labari, haruffa da wasan kwaikwayo a matsayin keɓaɓɓen abubuwa. Madadin haka, ƙungiyar ta ci gaba da yin aiki don haɗa waɗannan abubuwan haɗin gwiwa, tabbatar da cewa kowane ɓangaren wasan yana ba da gudummawa ga haɗin kai da daidaituwar ƙwarewa. Falsafa ce da ke neman guje wa rarrabuwar kawuna da tabbatar da cewa dukkan bangarorin aikin sun samo asali ne cikin jituwa, tun daga mahangar farko zuwa matakin gogewa na karshe.
Oyama ya bayyana cewa tsarin yana farawa ne da kafa dabaru da abubuwan gani na farko, wanda daga baya aka haɓaka haruffa. Contudo, wannan ba layin samarwa ba ne. Tawagar ta akai-akai tana sake duba da sake kimanta duk abubuwa don fahimtar yadda haruffa a zahiri suke haɗawa da wasan kwaikwayo, kuma, akasin haka, yadda wasan kwaikwayo ke siffata wakilci da zurfin waɗannan haruffa a cikin duniyar wasan. Essa Sake amfani da ra’ayoyi da samfura akai-akai yana da mahimmanci don ganowa da haɓaka haɗin gwiwar da ke ayyana ainihin take.
hangen nesa na masu haɓakawa da ra’ayoyin magoya baya
Pragmata’s falsafar ci gaba, wanda ke ba da fifiko ga haɗin kai, yana ba da damar wasan ya haɓaka a matsayin kwayar halitta mai haɗin kai, inda kowane zaɓin ƙira yana ƙarfafa manufar mahalicci gaba ɗaya. Desde daga makanikan yaki zuwa jujjuyawar labari, an tsara komai don daidaitawa, samar da sararin samaniya inda babu sako-sako. Essa mai hankali shine abin da zai iya haifar da wannan jin daɗin sanin da ƙarfi wanda ƴan wasan ke dangantawa da lakabi na yau da kullun, inda sau da yawa ana yin nutsewa ta hanyar daidaiton duniya da aka gabatar.
Ra’ayin “tsohuwar makaranta” da masu haɓakawa suka samu ba wai kawai son rai ba ne, amma sanin zurfin da haɗin kai na abubuwan wasan. Isso yana ba da shawarar cewa Pragmata yana samun nasara wajen ƙirƙirar ƙwarewar da ta zarce yanayin wucewa, mai da hankali kan ginshiƙan ƙira waɗanda suka tabbatar da cewa ba su da lokaci. Para zuwa Capcom, wanda aka sani da ƙaƙƙarfan ƙaƙƙarfan ikon amfani da ikon amfani da sunan kamfani, wannan take yana wakiltar ci gaba da al’adar kyawu da saka hannun jari a cikin sabbin dabaru.
Dorewa roko na classic style
Sha’awar salon “tsohuwar makaranta” sau da yawa ya ta’allaka ne a cikin zurfin injiniyoyi, asalin labaran da kuma gina cikakkun duniyoyi masu yawa, abubuwan da suka yi fice a zamanin Xbox 360 da PlayStation 3. Muitos wasanni daga wannan lokacin ana tunawa don kafa sababbin ma’auni na kwarewa da kuma ba da kwarewa ga kowane mutum. Pragmata, idan aka kwatanta da wancan lokacin, yana nuna cewa yana bin hanya iri ɗaya, yana fifita ingancin gwaninta fiye da komai.
Ko da yake kasuwar caca ta cika da buɗe-duniya da yanayin wasanni-kamar yadda sabis, buƙatun taken da ke ba da labari mai ban sha’awa da ingantaccen wasan kwaikwayo na ci gaba. Nasarar wasannin da ke mai da hankali kan abubuwan da suka shafi ɗan wasa guda ɗaya da waɗanda ke gina sararin samaniya tare da tabbataccen manufa yana nuna cewa akwai ɗimbin masu sauraro na wannan nau’in samfurin. Pragmata ya bayyana yana yin amfani da wannan buƙatu ta hanyar ba da wani abu mai ratsawa sosai ga yan wasa.
Wannan neman “sihiri” da ya ɓace ko kuma jin sabawa shaida ce ga gadon da wasu wasanni suka bari a cikin haɗin gwiwa. Para zuwa Isso matsayi Pragmata a matsayin taken da ke da yuwuwar jan hankalin ƴan wasan nostalgic da sabon tsara don neman inganci da asali.
Gina sararin samaniya mai zurfafawa
Ana ɗaukar tsarin kewayawa don haɓakawa yana da mahimmanci don tabbatar da cewa ƙarshen sakamakon Pragmata ya kasance daidai da niyya. Isso yana nufin cewa kowane yanke shawara na ƙira, daga zaɓin ƙayatarwa zuwa rikitaccen kayan aikin wasan kwaikwayo, an daidaita shi a hankali don ƙirƙirar duniyar nutsewa da aminci. Haɗin kai shine mabuɗin don tabbatar da cewa ɗan wasan yana da ruwa kuma kowane nau’in yana ba da gudummawa ga babban labari da ainihin wasan.
Wannan ƙaƙƙarfan ƙirƙira yana nufin hana abubuwa daga jin ba su da wuri ko wasan daga rasa ainihin sa a cikin sarƙaƙƙiya. Ƙungiyar tana neman daidaita dukkan bangarorin, daga ƙirar muhalli zuwa zurfin tunani na haruffa, tabbatar da cewa mai kunnawa ya ji wani ɓangare na sararin samaniya da aka gina a hankali. Hankali ga daki-daki yana da mahimmanci don fahimtar “tsohuwar makaranta” ba kawai Layer na sama ba ne, amma ainihin halayen ƙira.
A cikin yanayi inda za’a iya rarrabuwa samar da wasan AAA, tsarin da Capcom ya ɗauka don Pragmata ya fito fili don sadaukarwarsa ga amincin fasaha da aiki. Manufar ita ce isar da samfur wanda ba kawai ya dace da abin da ake tsammani ba, amma ya wuce su, yana haifar da abin tunawa wanda ke daɗe a cikin zukatan ‘yan wasa bayan sun gama labarin. Saka hannun jari ne a cikin ƙimar ƙwarewa ta musamman kuma cikakke.
Fatan makomar Pragmata
Hasashen da ke kewaye da Pragmata yana da girma, musamman bayan martani na farko yana yaba yanayin “tsohuwar makaranta”. ‘Yan wasa suna fatan taken Capcom zai iya daidaita sabbin abubuwa tare da halayen da suka ayyana shekarun zinari a wasannin bidiyo. Alkawarin haɗin kai da kuma sadaukarwar ƙungiyar ci gaba don haɗawa da duk abubuwan da ke cikin wasan yana haifar da bege cewa Pragmata zai zama babban ci gaba ga sabon ƙarni na consoles da PC.
Capcom yana da tarihin ƙirƙira wasanni waɗanda suka zama maƙasudi a cikin nau’ikan su, kuma Pragmata, tare da tsarin ilimin kimiyya mai ban sha’awa da mahimmancin haɓakawa da shi, yana da damar bin wannan hanyar. Tabbatarwa daga ‘yan wasa, har ma a farkon matakan, alama ce mai ƙarfi cewa jagorar daidai ce kuma wasan yana kan hanya madaidaiciya don zama taken abin tunawa.

