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Nicht nur Fans der Serie schauen gespannt auf The Expanse: Osiris Reborn . Es könnte der lang ersehnte Rollenspiel-Nachschub im Sci-Fi-Genre werden. Das Weltall soll sich angemessen bedrohlich anfühlen - es gibt immerhin nicht viele gruseligere Schicksale, als während einer Außenmission in die leere Unendlichkeit gerissen zu werden.

Damit sich Außenmissionen und Arbeitsalltag in dieser Umgebung glaubhaft anfühlen, haben die Entwickler hochkarätigen Expertenrat eingeholt: Im Video spricht der echte Astronaut Leroy Chiao über seine Beraterfunktion.
Transkript
00:00One of the biggest fears of an Astronaut doing extravehicular activity, or EVA,
00:05is somehow becoming detached and floating away.
00:12Hi, I'm Leroy Chow. I'm a former NASA Astronaut and ISS Commander.
00:16Alcat Games asked me to help them to create what it's like to live and work in space,
00:22and then it's really a challenge to take that experience and make it into a realistic game,
00:27and that's where their team stepped in.
00:30We wanted to strike the right balance. Realism grounded in science fiction, not simulation.
00:35During real spacewalks, we actually used tethers to keep ourselves attached to the vehicle.
00:40In a reactive game, that would be too clumsy, and so Magboots is a creative way to kind of compromise
00:46and keep it realistic, but also be able to be reactive.
00:50But the fear is the same, becoming detached somehow and drifting away.
00:54And that's just one example. Even firearms would behave differently in space.
01:00Recoil and ballistics would also be different.
01:03People think about space as silent, but silence can mean danger.
01:07For example, inside of the spacesuit, there's a steady hum of the fan that's blowing oxygen over your face.
01:12The people at Alcat Games did some research and figured out that vibrations caused by shots inside of a vehicle
01:18would translate to the hull and likely be felt through the Magboots.
01:23We love the idea, but have to adapt it.
01:26Pre-realism would mean almost no sound in combat.
01:29No vacuum, you'll hear more than Austin as do, but far less than in atmosphere.
01:33What you hear is what your character feels. Breath, comes, vibrations.
01:38The tension stays, and so does the fear.
01:41The mission crews train for months, even years together.
01:56The commander is chosen first and sets the tone.
01:59Just like in the game, trust takes time and shared experience.
02:03The ship is crew's home. To craft the right atmosphere, we focus on the smallest of details.
02:11Life in space changes tastes.
02:14Astronauts often crave spices just to feel such sensations again.
02:18On pink water, meals created from what could actually be grown in orbit.
02:23And in the same spirit, you'll even hear your companions discussing food and ingredients on the ship.
02:29We hope that our approach to blending realism with gameplay considerations
02:34will make players experience something engaging and truly immersive.
02:38We hope that our mission is to keep human being in space with each other.
02:45We hope that our future conscious of the greatest is to renewable energy
02:57appreciative of the world for the future.
02:59We hope that the full process of the future will be transformed into our lives.
03:01We hope that our future will be transformed into our lives.
03:03We hope that our future will be transformed into our lives.
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