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00:00Hola a todos, mi nombre es Jonathan Jacques de la Tete, soy el director y el art director de Hellas Us.
00:07Espero que te haya gustado el trailer que te ha visto recientemente.
00:10Hoy vamos a ver en el spot light, vamos a mostrar un poco de gameplay, un poco de lo que te ha visto en el trailer,
00:15y espero que te haya gustado este parto greatly.
00:17Alright, so let's start with the basics.
00:19So Hellas Us is set to be released in 2025, it's for pretty much everything, so Xbox Series X, PlayStation 5, and PC.
00:29So the game is a bit of a take back to games from the 1990s, we're a team of passionate people,
00:35the average on the team is like 20 years of development experience, so we're from a different generations
00:40and we have a lot of love for how the games in the 90s were made and how they were played and experienced,
00:45especially the fact that, you know, there was no handholding, there was no silver plattering,
00:50you kind of had to figure stuff out by yourself, you were really in control of your exploration
00:55and your own discoveries, and this is what we're trying to do in Hellas Us,
01:00obviously with modern flair and kind of like modern knowledge of game design and whatnot,
01:05but very much puts you back in the driver's seat of your experience and of your exploration
01:10and then the result and the joy of your discoveries.
01:15So Hellas Us takes place in a country called Hadea, Hadea is in the grips of a vicious civil war,
01:22you play the role of Remy, Remy is actually from Hadea, he was born there, but his mom
01:27smuggled him out at the age of five, like it sometimes happens in those countries,
01:31and what I mean by that is Hadea is a hermit state, it's a turtle state, it's completely
01:34closed off on itself, nobody goes out, nobody comes in, and that's why Remy's mom decided
01:40to smuggle him out so he can have a better life. He grew up in a foster home system or the foster
01:45system in Canada, he's always wanted to come back to Hadea, he wants to find his parents again,
01:50he wants to kind of like confront them, he's got a lot of questions for them, he understands
01:53why they abandoned him, but yet, you know, abandonment is pretty much the biggest trauma
01:57that a child can have, and there's like a loop that hasn't been closed properly for
02:01him towards this situation and his parents. When the game starts, Remy has finally been
02:06able to infiltrate Hadea during the brutal civil war that I was talking about. Remy is a
02:13O.N. peacekeeper, he quit his post, he went AWOL, infiltrated the country, and this is where
02:19the game starts. Remy remembers two things, and that means that players remember two things,
02:23it's that his village of birth was called Jova, and his father was the blacksmith of
02:28Jova. Those are the only clues you begin the game with, and these are the only clues that
02:32Remy also know, so equipped with this knowledge, with these clues, you begin the game and you
02:37try to find your way to Jova.
02:39You must be lost to wander around Senedra Forest. I'm afraid I have very little to offer.
02:48A group of strange-looking soldiers arrived here last night, in an APC. Perhaps you can
02:55ask them for help. It's not the first time I've seen them. They always seem to be snooping
03:01around here for something. They park their APC just beyond the woods, to the north. Once
03:09in the woods, follow the wind chimes. They will lead the way through. The gate to enter
03:17the woods is locked. Here, take this key to unlock it.
03:23Okay, so let's talk about this design philosophy that I've mentioned earlier, which is, you
03:32know, I said the word silver plattering. It's something that I had been thinking about for
03:35quite a few years, and the team as well, which is, if you look at modern day or contemporary
03:40adventure games and RPGs, pretty much everything is given to you on a silver platter. What I
03:45mean by that is when you explore, everything appears in front of you. You know, you have your
03:48compass on top of you that's like a sixth sense, like a magical sense that detects, you know,
03:52all the caves and all the cool stuff around you and the towers and this and whatnot. It
03:57just appears magically, and you have your map, and you have your mini map, and you have your
04:00quest markers, and you have your objective markers, and you can drop your own markers,
04:03and you have your quest journals, and it just never ends. And if you think about it, what happens
04:08with that is that you're not truly, truly exploring. You're just kind of like flying by wire, and when
04:13you find something, it's not really your discovery. It was kind of handed to you on a silver platter.
04:17So what you're looking at now is we're having a discussion with a bloke named Ernest Cadell,
04:22he's telling us certain information, and then he tells us, it's quite far, you need to hitch a
04:27ride. You might find people that are willing to give you a ride. It's up to the north of my house,
04:32so you're going to have to use your compass, but your real compass, right, with the coordinates on
04:35it, north, south, east, west, blah, blah, blah, and follow that. And he tells you that in the lost
04:39woods, in order to find your way out, just follow the wind chimes. He says, I've attached them there
04:44for my kids when they were young, because they kept getting lost in those bloody woods. And then he tells
04:48you, follow the sound of the wind chimes, and you'll find your way on the other side
04:53of the woods. That's how we do it. It's very organic. It's very realistic. You know, someone
04:58in real life could have told you the exact same thing. So the environments, the visuals of the
05:02game are not just there to illustrate, they're there to communicate. So you need to play the game,
05:07you need to open your eyes, you need to open your ears to what NPCs tell you, and you'll find your way,
05:11and you'll discover things, and you will truly own your discoveries, and the great joy that comes with
05:18that.
05:33So here's another scene or another section that could be considered part of our player plattering
05:38philosophy. So here's a puzzle, and there's obviously a solution to the puzzle, but nothing
05:43eventually is going to tell you, you know, if the player ends up kind of like taking a bit of time
05:47to find a solution, there's not going to be any artificial kind of ways that are going to help him
05:52or tell him what to do. Remy is not going to start talking to himself or i.e. talking to the player
05:56with, you know, little clues and whatever. It's really up to you to figure them out. And in the way
05:59that the player plattering is inserted in this, we have a good example here with your trusty drone
06:04named Cappy. By the way, you can tell now that Remy has his poncho, and he has his sword, and he has
06:09his drone. So it's after he's acquired them, right? Because at the beginning of the game, you saw he
06:14was not dressed like that. Now there's a reason why he ends up dressed like this. There's a reason why
06:18he needs these things, this equipment, but we don't need to get into these details today. So anyway,
06:23there's an ancient language in the country, and you kind of find it throughout the game. And the drone
06:29has a software, one of his many softwares, and this specific one can translate the ancient language.
06:35So this puzzle, the way that it works, you need to kind of like explore and observe your environment
06:40around this specific puzzle in order to find the clues on how to solve it. You need the drone,
06:45your trusty Cappy. His name is Cappy. Also, there's something behind that, of course. And you translate
06:51those old texts. It gives you little passages of a poem or a psalm or something like that.
06:56And through what they tell you and the order in which they seem to have to be pieced back together,
07:02you find your clues on what this puzzle does and how to solve it. So again, the players are kind of
07:09like just led to their own devices, but things are there. The answers are there, and you have to explore.
07:14And again, I repeat it, you have to open your eyes and open your ears, and you'll figure it out.
07:26So by now, you've seen a lot of what I guess is like exploration and looking around and talking to
07:40people and doing puzzles and all that kind of sweet stuff. But if you've seen the trailer,
07:45you of course notice that there's another big aspect to the game, which is third-person
07:49melee combat. So we like to say that the game is 50% exploration and 50% combat. The game is not at all
07:57only about combat, and it's definitely not at all just walking around and figuring stuff out.
08:02It's the combination of both. And we also think that the way that we've combined them is quite
08:06refreshing and quite unique in Hell is Us. So like I said, combat is an integral part of the game.
08:12I do want to emphasize now that we're not a Souls-like game. The game is a lot more mid-core.
08:16It's have fun, get in it, and hack and slash. It doesn't mean it's easy. It's not overly hard.
08:21There's a learning curve. There's subtleties. There's little things that we've invented just
08:24for the flair and the flavor of Hell is Us. It's very crunchy. I think the friction is pretty good,
08:30and I hope you'll enjoy it. So there's a wide variety of enemies in the game. So we have kind
08:36of like the more common enemy type, which we call the hollow walker. So it's these kind of humanoid
08:41bipedal white enemies that you can see here with the holes in their faces and their chest and whatnot.
08:45So obviously there's a reason why they're called hollow walkers, and there's different types of
08:49them and different kind of tiers of strength and powers. But when you're facing pretty much the
08:54biggest threats in the game, it's what we call like a dual entity. So it's like a hollow walker
08:59has a haze inside of it. So it's when the haze is present. I'm not going to get into the details
09:04right away of what the haze represents. It's all part of the lore and what you will figure out in the
09:08game. But when you're facing a combo like these dual entities, and it can go to like three of them,
09:12four of them. There's the herders, there's the fervents and different types like that. But that's
09:17when you really need to master the combat system. That's when you start having to use all the tools
09:21and techniques at your disposal. The drone has tons of skills to upgrade it. And the drone is very much
09:27your little sidekick to help you in fighting multiple enemies at a time. He's not a sidekick
09:32in the sense where he talks and he has an AI. He's very much a drone that has its own protocol to do this
09:36crowd management during the combat. So you have your different weapons, you have limbic skills,
09:41attack to weapons, which is basically you consider as your magic, even though in the game it's not
09:44considered magic. This is kind of like a scientific base to them. But that's when you really need to
09:48master all the little subtleties of the combat system, use all the tools in your arsenal and at
09:53your disposition and get in the melee with these kind of dual or triple or quadruple entities and being
09:59able to manage them and be victorious. So like I mentioned here specifically, you can see a combat
10:06against Olympic entity that has multiple hazes attached to the hollow walker. That's when it
10:11gets really complex. It gets very overwhelming because you're alone, but you got your trusty
10:15little cap. So you need to use its skill. So for example, Cappy has a skill where you can distract
10:21an entity, either a haze or a hollow walker. You can use the forward charge, which is one of my
10:26favorite. You also have the typhoon. You have the super dash skill, which is another one of my
10:31favorites. So you can start dashing sideways forward, backwards, really, really fast. It gives you
10:35like this Japanese action game style. And then you also have your Olympic skills. So you need to
10:39find the glyphs in the game and you need to attach them to your weapons. And this is when you start
10:43getting powers that come from these weapons that allow you to take care of these enemies in much
10:48more powerful and kind of like impressive ways. That's when the VFX and the sound effects all come
10:54together and give you this combat bang that we all like and love. Okay, so now let's take a little
11:00pause from the combat. And let's go back to the investigation and the exploration. So like I said,
11:06there's no silver plattering. There's none of these kind of like fly by wire. It's up to you to figure
11:11out what your kicker is. What I mean by kicker is what you're supposed to achieve at this specific
11:15moment, what you're actually looking for, where to look for it and how to look for it, right? Remy and
11:21the players are at a ratio of information, which is 1-1. It's in Akasa Marshes. It's quite a ways from
11:28here. So one of the tools that we're providing you to still kind of help you a bit and manage this
11:351-1 kind of like knowledge ratio is your data pad. Think of it as a bit your investigation wall if you
11:41want, but in a digital 90s format. So your clues, your leads, the important people that are related to
11:49your investigation, trying to find your parents and a lot more eventually are all stored here.
11:53They're linked together by the relationships. And now it's up to you to go and investigate about them.
12:05So as you can see here, some of the areas can be quite wide opened. This one here called Akasa
12:11Marshes is one of the bigger ones. And as I spoke quite a bit already, the game doesn't hold your hand
12:17or doesn't really tell you where to go. So out of your main leads or clues or ideas that you have in
12:22your head of what you're supposed to do or where you're supposed to go at any given moment, you will
12:27also be attracted by a lot of points of interest or just little things in an environment that pique
12:32your curiosity. And as you walk towards them or explore, that's when you'll start also making a
12:37ton of like peripheral or side discoveries on your own, things that you cannot solve right away or things
12:42that you might think that there is a thing to be done with it when there's none. And it's all part
12:46of the fun stuff and the kind of like experience that we're providing in the game. So as you can see
12:51here, there's a tree with people that have been hung. Like I said, this takes place during a very
12:56vicious civil war between two different ethnicities in the countries that are still basically the exact
13:00same people. And you found this tree. It's actually not part of the golden path or not part of
13:05something tremendously important in the game, but there's still something around it. There's still something to
13:10be found. And it's probably linked to more stuff that you can do in relation to it, but that you
13:16had to do your own exploration to find it. And even more of your own exploration and investigation to
13:21figure out what it's linked to and what you can do from it if you want.
13:33So here we are in a dungeon in the game. So yes, the game has dungeons. This was really important to us.
13:39Like I said at the beginning, there's a bit of a love letter to games from the nineties. But one of
13:43the challenges was the game takes place in a contemporary setting. The game takes place in
13:471993. And yet we still wanted dungeons in the game. And I didn't want the dungeons to take place in an
13:52abandoned metro station or, you know, in an abandoned factory because it's the modern era. I still wanted
13:57the dungeons to be very ancient things. And this brings us to another really important aspect of the
14:02game or one of the very important themes of the game, which is history, historicity, deep history.
14:07So history that goes even before history. So there's a lot of mysteries and a lot of lore
14:11and the origin of what's going on in the country. And the link to the civil war is all tied
14:14to that deep history. And also what has happened since I won't get into too much details because
14:19that will be part of another video for you guys, but you can see a bit of it here and it shows you
14:24the varied palettes and moods and atmospheres that we have in the game, which also I think is
14:29something quite interesting and unique that we're doing in Hell Is Us.
14:42Thanks a lot. Thanks for being with us. I hope you enjoyed it. I'm extremely grateful to have you
14:46guys following us, the team as well. So just to repeat, the game Hell Is Us will be released in 2025
14:52as box series, PlayStation 5 and PC. And there's a lot more coming soon about the game. This is just
14:58the beginning. We'll explain other aspects of it and get into sometimes a bit of the minutia.
15:03So stay tuned and speak to you soon. Thank you.
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