{"id":2579,"date":"2026-01-16T18:22:02","date_gmt":"2026-01-16T18:22:02","guid":{"rendered":"https:\/\/beteja.com\/index.php\/2026\/01\/16\/ne-po-e-zhvillojme-kete-per-te-qene-versioni-kryeveper-producenti-i-dragon-quest-7-per-te-cuar-nje-bisturi-ne-strukturen-e-nje-klasike\/"},"modified":"2026-01-16T18:22:02","modified_gmt":"2026-01-16T18:22:02","slug":"ne-po-e-zhvillojme-kete-per-te-qene-versioni-kryeveper-producenti-i-dragon-quest-7-per-te-cuar-nje-bisturi-ne-strukturen-e-nje-klasike","status":"publish","type":"post","link":"https:\/\/beteja.com\/index.php\/2026\/01\/16\/ne-po-e-zhvillojme-kete-per-te-qene-versioni-kryeveper-producenti-i-dragon-quest-7-per-te-cuar-nje-bisturi-ne-strukturen-e-nje-klasike\/","title":{"rendered":"&#8220;Ne po e zhvillojm\u00eb k\u00ebt\u00eb p\u00ebr t\u00eb qen\u00eb versioni &#8220;Kryevep\u00ebr&#8221;&#8221; Producenti i Dragon Quest 7 p\u00ebr t\u00eb \u00e7uar nj\u00eb bisturi n\u00eb struktur\u00ebn e nj\u00eb klasike"},"content":{"rendered":"<p><\/p>\n<p>Dragon Quest 7 origjinal \u00ebsht\u00eb nj\u00eb kryevep\u00ebr. Por, megjith\u00eb statusin e tij legjendar, edhe ata q\u00eb e duan shum\u00eb, duhet t\u00eb jen\u00eb n\u00eb gjendje t\u00eb pranojn\u00eb leht\u00ebsisht se ai ka gjithashtu shum\u00eb t\u00eb meta. Nj\u00eb person q\u00eb e di shum\u00eb mir\u00eb k\u00ebt\u00eb \u00ebsht\u00eb Takeshi Ichikawa &#8211; producenti n\u00eb Square Enix i ngarkuar me barinjen e Dragon Quest 7 Reimagined, nj\u00eb rib\u00ebrje e af\u00ebrt e loj\u00ebs, n\u00eb treg.<\/p>\n<p>&#8220;Kur u publikua origjinali, un\u00eb isha n\u00eb shkoll\u00eb fillore,&#8221; v\u00ebren Ichikawa. \u201cIshte titulli i par\u00eb me num\u00ebr q\u00eb kam luajtur ndonj\u00ebher\u00eb\u201d. Njeriu ideal p\u00ebr pun\u00ebn p\u00ebr t\u00eb rib\u00ebr\u00eb k\u00ebt\u00eb klasik, apo jo?<\/p>\n<p>&#8220;Por,&#8221; shton Ichikawa me nj\u00eb buz\u00ebqeshje dele. &#8220;P\u00ebr shkak se pjesa hyr\u00ebse \u00ebsht\u00eb shum\u00eb e gjat\u00eb, un\u00eb isha n\u00eb fakt nj\u00eb nga njer\u00ebzit q\u00eb dhash\u00eb dhe u largova nga DQ7 n\u00eb gjysm\u00eb t\u00eb rrug\u00ebs.&#8221;<\/p>\n<p>Me k\u00ebt\u00eb pranim, t\u00eb b\u00ebr\u00eb n\u00eb fillim t\u00eb nj\u00eb bisede t\u00eb gjer\u00eb rreth rimendimit t\u00eb magjis\u00eb s\u00eb Dragon Quest 7, Ichikawa tregon menj\u00ebher\u00eb se ai <em>e merr at\u00eb<\/em>. Kur iu caktua projekti Reimagined, Ichikawa m\u00eb pas luajti versionin Nintendo 3DS t\u00eb DQ7 p\u00ebr her\u00eb t\u00eb par\u00eb n\u00eb m\u00ebnyr\u00eb q\u00eb t\u00eb ngrihej n\u00eb shpejt\u00ebsi. Q\u00eb aty, me k\u00ebto mendime, filloi projekti.<\/p>\n<p>\u00cbsht\u00eb festa ime (RPG), do t\u00eb qaj n\u00ebse dua. | <span class=\"attribution\">Kredia e imazhit: Square Enix<\/span><\/p>\n<p>E thjesht\u00ebzuar \u00ebsht\u00eb fjala. Fuqia m\u00eb e madhe e Dragon Quest 7 \u00ebsht\u00eb padyshim edhe dob\u00ebsia e tij m\u00eb e madhe. Ka nj\u00eb struktur\u00eb unike tregimi p\u00ebr serialin Dragon Quest, ku rr\u00ebfimi, n\u00eb nj\u00eb far\u00eb kuptimi, tregohet p\u00ebrmes nj\u00eb serie vinjetash relativisht t\u00eb mbyllura. Ngjarjet <em>b\u00ebj<\/em> bashkohen n\u00eb nj\u00eb histori m\u00eb t\u00eb madhe q\u00eb shp\u00ebton bot\u00ebn, sigurisht &#8211; nuk do t\u00eb ishte Dragon Quest n\u00ebse nuk do ta b\u00ebnin &#8211; por n\u00eb p\u00ebrgjith\u00ebsi, ju po lundroni n\u00ebp\u00ebr oqeane, po zbarkoni n\u00eb ishuj t\u00eb larg\u00ebt dhe m\u00eb pas po p\u00ebrjetoni nj\u00eb rr\u00ebfim t\u00eb vog\u00ebl episodik t\u00eb atij ishulli dhe njer\u00ebzve t\u00eb tij. Kjo histori m\u00eb pas zgjidhet duke luajtur gjithashtu n\u00eb nj\u00eb komplot madh\u00ebshtor, gjith\u00ebp\u00ebrfshir\u00ebs.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"\/><\/p>\n<p>N\u00eb nj\u00eb far\u00eb kuptimi &#8211; dhe m\u00eb falni p\u00ebr thirrjen e nj\u00eb prej per\u00ebndive t\u00eb v\u00ebrteta t\u00eb zhanrit n\u00eb k\u00ebt\u00eb &#8211; por \u00ebsht\u00eb paksa si Chrono Trigger. P\u00ebrve\u00e7se n\u00eb vend q\u00eb t\u00eb udh\u00ebtoni n\u00ebp\u00ebr koh\u00eb dhe t\u00eb m\u00ebsoni dramat e \u00e7do epoke individuale dhe t\u00eb kuptoni ngadal\u00eb se si ato lidhen s\u00eb bashku, ju po lundroni n\u00ebp\u00ebr nj\u00eb hart\u00eb m\u00eb t\u00eb gjer\u00eb bot\u00ebrore. Pa dyshim, gj\u00ebrat nuk lidhen s\u00eb bashku n\u00eb nj\u00eb m\u00ebnyr\u00eb aq t\u00eb k\u00ebnaqshme. DQ7 nuk \u00ebsht\u00eb Chrono Trigger, p\u00ebr t\u00eb qen\u00eb t\u00eb drejt\u00eb &#8211; por n\u00eb disa vende ngjall t\u00eb nj\u00ebjt\u00ebn magji.<\/p>\n<p>Problemi m\u00eb i madh me loj\u00ebn origjinale, megjithat\u00eb, ishte ritmi. Loja \u00ebsht\u00eb e gjat\u00eb. Ndoshta shum\u00eb e gjat\u00eb p\u00ebr t\u00eb mir\u00ebn e saj. \u00cbsht\u00eb me rit\u00ebm akullnajor dhe n\u00eb nj\u00eb far\u00eb kuptimi tregon nj\u00eb munges\u00eb respekti suprem p\u00ebr koh\u00ebn dhe v\u00ebmendjen e lojtarit. K\u00ebshtu Ichikawa &#8211; dhe shum\u00eb t\u00eb tjer\u00eb &#8211; u p\u00ebrpoq\u00ebn t\u00eb arrinin madje edhe hyrjen. Kjo kritik\u00eb thelb\u00ebsore p\u00ebr kryevepr\u00ebn origjinale dhe madje edhe 3DS mulliganin e saj<\/p>\n<p>Pla\u00e7kitini fillimisht, pyetjet m\u00eb von\u00eb. | <span class=\"attribution\">Kredia e imazhit: Square Enix<\/span><\/p>\n<p>&#8220;Q\u00ebllimi yn\u00eb ishte t\u00eb ruanim atmosfer\u00ebn dhe &#8216;ndjesin\u00eb&#8217; origjinale duke e b\u00ebr\u00eb p\u00ebrvoj\u00ebn t\u00eb shpejt\u00eb, t\u00eb dendur dhe t\u00eb pasur,&#8221; shpjegon Ichikawa.<\/p>\n<p>&#8220;Ne kemi b\u00ebr\u00eb shum\u00eb p\u00ebrpjekje p\u00ebr t\u00eb ristrukturuar tre zona specifike,&#8221; vazhdon prodhuesi. &#8220;P\u00ebrfaq\u00ebsimi vizual, skenari dhe betejat.&#8221;<\/p>\n<p>Stili i ri i artit si kukull \u00ebsht\u00eb bart\u00ebsi i flamurit p\u00ebr rinovimin vizual dhe \u00ebsht\u00eb ai q\u00eb sinqerisht e adhuroj. Personazhet jan\u00eb riimagjinuar n\u00eb p\u00ebrmasa t\u00eb lezetshme q\u00eb ngjajn\u00eb paksa me figura aksioni. Nd\u00ebrsa kjo \u00ebsht\u00eb di\u00e7ka e parashikuar si e re p\u00ebr Reimagined, Ichikawa d\u00ebshiron t\u00eb theksoj\u00eb se stili i ri i ka rr\u00ebnj\u00ebt n\u00eb artin origjinal t\u00eb loj\u00ebs nga i ndjeri, i madhi Akira Toriyama.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"2\"\/><\/p>\n<p>&#8220;Dizajnet e Akira Toriyama p\u00ebr Dragon Quest 7 kan\u00eb p\u00ebrmasa m\u00eb t\u00eb shkurtra dhe m\u00eb t\u00eb lezetshme se titujt e tjer\u00eb,&#8221; v\u00ebren Ichikawa. &#8220;Ne donim nj\u00eb stil vizual q\u00eb t\u00eb theksonte at\u00eb ndjesin\u00eb e adhurueshme, ose &#8216;chibi&#8217;. Ne pam\u00eb gjithashtu se stilet si kukulla ose t\u00eb frym\u00ebzuara nga kukulla jan\u00eb t\u00eb njohura n\u00eb mediat globale dhe menduam se ishte nj\u00eb p\u00ebrshtatje e p\u00ebrkryer p\u00ebr dizajnet e personazheve DQ7 t\u00eb Toriyama.&#8221;<\/p>\n<p>Dizenjot nuk jan\u00eb vet\u00ebm vep\u00ebr e stilist\u00ebve t\u00eb shk\u00eblqyer t\u00eb personazheve, megjithat\u00eb &#8211; ekipi pas Reimagined kishte n\u00eb fakt kukulla reale t\u00eb personazheve t\u00eb krijuar, t\u00eb cilat m\u00eb pas u skanuan n\u00eb mjetet e zhvillimit p\u00ebr t\u00eb krijuar modelet e personazheve. Pavar\u00ebsisht shpenzimeve, kjo ishte nj\u00eb sfid\u00eb q\u00eb Square Enix inkurajoi ekipin e Ichikawa t\u00eb merrte p\u00ebrsip\u00ebr.<\/p>\n<p>&#8220;Ne besuam se p\u00ebr t\u00eb marr\u00eb tekstur\u00ebn dhe realizmin e duhur, ne duhej t\u00eb krijonim fizikisht kukullat dhe t&#8217;i skanonim ato,&#8221; zbulon Ichikawa. &#8220;Nuk ishte krejt\u00ebsisht e qet\u00eb n\u00eb fillim; kur vendos\u00ebm modelet e skanuara n\u00eb loj\u00eb, kishte gabime dhe defekte me animacionet q\u00eb ekipi i zhvillimit duhej t\u00eb punonte shum\u00eb p\u00ebr t&#8217;i zgjidhur.&#8221;<\/p>\n<p>N\u00eb kukull. | <span class=\"attribution\">Kredia e imazhit: Square Enix<\/span><\/p>\n<p>Nj\u00eb rregullim vizual \u00ebsht\u00eb nj\u00eb pjes\u00eb jetike e p\u00ebrvoj\u00ebs, por kurr\u00eb nuk ishte pjes\u00eb e arsyes pse Dragon Quest 7 ishte subjekt i ndonj\u00eb p\u00ebr\u00e7mimi nga fansat ose kritik\u00ebt. Pra, nd\u00ebrkoh\u00eb q\u00eb p\u00ebrpjekjet dhe shpenzimet jan\u00eb v\u00ebn\u00eb n\u00eb pamjen vizuale, \u00ebsht\u00eb qart\u00ebsisht duke rigjall\u00ebruar ritmin e DQ7 i cili ka qen\u00eb fokusi m\u00eb i madh &#8211; dhe \u00ebsht\u00eb nj\u00eb tem\u00eb n\u00eb t\u00eb cil\u00ebn Ichikawa b\u00ebhet m\u00eb e animuar kur angazhohet.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"3\"\/><\/p>\n<p>&#8220;Origjinali \u00ebsht\u00eb nj\u00eb seri tregimesh t\u00eb shkurtra. P\u00ebr ta b\u00ebr\u00eb narrativ\u00ebn m\u00eb t\u00eb leht\u00eb p\u00ebr t&#8217;u ndjekur, ne rirendit\u00ebm disa nga k\u00ebto episode. T\u00eb tjerat u ndryshuan n\u00eb nj\u00eb p\u00ebrvoj\u00eb opsionale, duke i lejuar lojtar\u00ebt t&#8217;i trajtojn\u00eb sipas radh\u00ebs q\u00eb ata zgjedhin,&#8221; v\u00ebren Ichikawa.<\/p>\n<p>&#8220;Megjithat\u00eb, ne nuk i zhvendos\u00ebm vet\u00ebm element\u00ebt; ne ridizajnuam skenarin nga e para p\u00ebr t\u00eb gjetur form\u00ebn optimale p\u00ebr skenarin. P\u00ebr t\u00eb balancuar \u00e7do shkurtim, shtuam skenar\u00eb krejt\u00ebsisht t\u00eb rinj dhe episode t\u00eb prapaskenave p\u00ebr t&#8217;u dh\u00ebn\u00eb m\u00eb shum\u00eb thell\u00ebsi personazheve. Ne punuam ngusht\u00eb me krijuesin e serialit Yuji Horii n\u00eb \u00e7do histori individuale p\u00ebr t&#8217;u siguruar q\u00eb ishim n\u00eb rrug\u00ebn e duhur.&#8221;<\/p>\n<p>Tifoz\u00ebt do t\u00eb v\u00ebrejn\u00eb se disa histori dhe ishuj t\u00eb t\u00ebr\u00eb jan\u00eb hequr nga loja (di\u00e7ka q\u00eb, pavar\u00ebsisht se synon t\u00eb adresoj\u00eb kritikat e s\u00eb kaluar\u00ebs, pa dyshim do t\u00eb shqet\u00ebsoj\u00eb). Por skuadra ka b\u00ebr\u00eb qart\u00eb nj\u00eb p\u00ebrpjekje t\u00eb madhe p\u00ebr ta b\u00ebr\u00eb k\u00ebt\u00eb me nj\u00eb bisturi dhe jo me nj\u00eb kapel\u00eb; dhe n\u00eb vend q\u00eb thjesht t\u00eb shkurtohet pa shqyrtim t\u00eb m\u00ebtejsh\u00ebm, e gjith\u00eb loja \u00ebsht\u00eb ribalancuar me kujdes rreth k\u00ebtyre ndryshimeve.<\/p>\n<p>Betejat jan\u00eb gjithashtu nj\u00eb pjes\u00eb ky\u00e7e e ritmit. K\u00ebtu \u00ebsht\u00eb nj\u00eb ndryshim i madh: DQ7 Reimagined ruan armiqt\u00eb e duksh\u00ebm gjat\u00eb takimeve t\u00eb rast\u00ebsishme, nj\u00eb ndryshim i paraqitur p\u00ebr her\u00eb t\u00eb par\u00eb n\u00eb versionin 3DS. Kjo e b\u00ebn m\u00eb t\u00eb leht\u00eb p\u00ebr t\u00eb par\u00eb at\u00eb n\u00eb t\u00eb cil\u00ebn po futeni, dhe gjithashtu e b\u00ebn m\u00eb t\u00eb leht\u00eb shmangien e takimeve kur keni ngopur me to ose keni nevoj\u00eb t&#8217;i shmangni ato. Ky, vet\u00ebm, \u00ebsht\u00eb nj\u00eb ndryshim i madh faqesh.<\/p>\n<p>E qart\u00eb kristal. | <span class=\"attribution\">Kredia e imazhit: Square Enix<\/span><\/p>\n<p>&#8220;P\u00ebr shkak se loja \u00ebsht\u00eb kaq e gjat\u00eb, takimet me simbole (armiqt\u00eb e duksh\u00ebm) jan\u00eb vendimi i duhur. Kjo u jep lojtar\u00ebve zgjedhjen: n\u00ebse doni t\u00eb p\u00ebrqendroheni n\u00eb histori, mund t&#8217;i kaloni betejat; n\u00ebse doni t\u00eb grini, mund t&#8217;i k\u00ebrkoni me q\u00ebllim.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"4\"\/><\/p>\n<p>&#8220;Kapeli yn\u00eb ishte q\u00eb takimet e vogla duhet t\u00eb jen\u00eb t\u00eb shpejta, nd\u00ebrsa betejat e shefit duhet t\u00eb jen\u00eb t\u00eb thella dhe taktike. P\u00ebr an\u00ebn me rit\u00ebm t\u00eb shpejt\u00eb, ne shtuam shpejt\u00ebsi t\u00eb rregullueshme beteje, betej\u00eb automatike dhe aft\u00ebsin\u00eb p\u00ebr t\u00eb shkurtuar p\u00ebrbind\u00ebshat e dob\u00ebt n\u00eb hart\u00ebn e fush\u00ebs pa hyr\u00eb n\u00eb ekranin e betej\u00ebs,&#8221; zgjeron Ichikawa. &#8220;P\u00ebr shefat, ne shtuam super sulmet &#8216;Burst&#8217; dhe aft\u00ebsin\u00eb p\u00ebr &#8216;drit\u00ebn e h\u00ebn\u00ebs&#8217; n\u00eb kombinime t\u00eb ndryshme pune p\u00ebr t\u00eb shtuar thell\u00ebsi taktike.&#8221;<\/p>\n<p>Gjith\u00e7ka arrin shum\u00eb, dhe me pak koh\u00eb n\u00eb nj\u00eb version paraprak jo-p\u00ebrfundimtar t\u00eb Dragon Quest 7 Reimagined, mund t\u00eb shihet se si k\u00ebto ndryshime mund t\u00eb arrijn\u00eb n\u00eb t\u00eb v\u00ebrtet\u00eb t\u00eb futin fijet n\u00eb gjilp\u00ebr\u00eb dhe t\u00eb arrijn\u00eb pothuajse t\u00eb pamundur\u00ebn &#8211; p\u00ebr t\u00eb b\u00ebr\u00eb nj\u00eb klasik, megjith\u00ebse me t\u00eb meta, m\u00eb t\u00eb mir\u00eb. Shum\u00eb shpesh ngat\u00ebrresat rreth skajeve i b\u00ebjn\u00eb zhurmat m\u00eb keq &#8211; por kjo nuk duket t\u00eb jet\u00eb rasti k\u00ebtu.<\/p>\n<p>&#8220;Ne po e zhvillojm\u00eb k\u00ebt\u00eb p\u00ebr t\u00eb qen\u00eb versioni &#8216;Kryevep\u00ebr&#8217; i Dragon Quest 7,&#8221; pohon Ichikawa. S\u00eb shpejti, tifoz\u00ebt do t\u00eb japin verdiktin n\u00ebse ky q\u00ebllim \u00ebsht\u00eb arritur.<\/p>\n<p>Dragon Quest 7 Reimagined pritet t\u00eb dal\u00eb m\u00eb 5 shkurt 2026 n\u00eb konzollat \u200b\u200bSwitch, PS5, Xbox Series X\/S dhe PC (Steam, Microsoft).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Dragon Quest 7 origjinal \u00ebsht\u00eb nj\u00eb kryevep\u00ebr. Por, megjith\u00eb statusin e tij legjendar, edhe ata q\u00eb e duan shum\u00eb, duhet t\u00eb jen\u00eb n\u00eb gjendje t\u00eb pranojn\u00eb leht\u00ebsisht se ai ka gjithashtu shum\u00eb t\u00eb meta. Nj\u00eb person q\u00eb e di shum\u00eb mir\u00eb k\u00ebt\u00eb \u00ebsht\u00eb Takeshi Ichikawa &#8211; producenti n\u00eb Square Enix i ngarkuar me barinjen e<\/p>\n","protected":false},"author":1,"featured_media":2580,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[30],"tags":[1296,1295,743,367,218,650,175,83,70,1293,302,1294,1297,71,1292,1291],"class_list":{"0":"post-2579","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-reviews","8":"tag-bisturi","9":"tag-cuar","10":"tag-dragon","11":"tag-kete","12":"tag-klasike","13":"tag-kryeveper","14":"tag-ne","15":"tag-nje","16":"tag-per","17":"tag-producenti","18":"tag-qene","19":"tag-quest","20":"tag-strukturen","21":"tag-te","22":"tag-versioni","23":"tag-zhvillojme"},"_links":{"self":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/2579","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/comments?post=2579"}],"version-history":[{"count":0,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/2579\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media\/2580"}],"wp:attachment":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media?parent=2579"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/categories?post=2579"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/tags?post=2579"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}