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  • 4 hours ago
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00:05For this trailer, we actually wanted to explore a lot more of our storytelling and obviously show off the action,
00:11but nonetheless, we wanted to show off our, like, ensemble cast of NPCs. We have a phenomenal cast. I think
00:17they've all brought such authenticity and real sort of reality to the characters for you to meet.
00:24It blazes. It was promised.
00:32One of the best parts about this project is the cast of actors we have playing our NPCs. They capture
00:37the balance between hope and dread and the human element in an alien world. The more the characters learn, the
00:45more the sense of dread and despair grows and the friction between the crew increases. And we can see they
00:50all handle that in a different way.
00:52I need to know that I just made the right decision.
00:55It's me, boss. Wait, how? How long? Since the last time the son died, mate.
01:01I mean, Rahul, man. He's cool. I like working with him. The way that he's acting for Arjun is just
01:08fantastic.
01:09Arjun goes on quite an arc in the game, so it's really exciting to see him, like, dedicating himself and
01:15really losing himself in the role to really make sure we have the best story for players and the best
01:19character for them to examine.
01:21I need to know that I just made the right decision.
01:23Really excited for everyone to see that Jane Perry is back. She plays Sheridan Bouchard, who's essentially the commander of
01:30the Echelon Four. And as you can see, she does not muck around. She means business.
01:35It's very, very important to build relationships with actors that you can really trust to bring the performance to the
01:41screen. And it's awesome that we're able to foster those relationships and keep having them in our games because they
01:49bring so much to the experience and they give their own spin to the characters that we make. So, yeah,
01:57having Jane back, hell yeah.
01:59It's so cool to be able to work with Jane Perry again in such a different role. Seeing her face
02:05across from Raoul Coley is, I don't know, I'm a fan of these people, you know, so being able to
02:12work with them, it's something really special.
02:15There's no way to get home and you...
02:17Life! This is what it does. It gets in our heads and it twists.
02:22That cinematic is one of the first things that was shot. And seeing how our directors, Greg and Brandon, on
02:29set worked with them, it was a revelating moment for me personally, like, as a game developer and what we
02:40can achieve nowadays in storytelling, you know?
02:43There's this, there's this fine line that we have to walk with cinematics to gameplay, but the type of stories
02:51that we're able to tell now at Housemarque with the talent that we have here and the capabilities, I mean,
02:56we're just, we're going to the next level now.
02:58But here we are kind of doing for the first time, like, cinematics with characters in your face, like, we
03:06are not scared of just bringing the camera really close to them.
03:09We know where we are headed. We know what our character in the game needs to do, how it needs
03:15to move.
03:15This subtleties is very, it's very, very difficult to animate a human face.
03:20It's, in my experience, by far the most challenging thing, because if you fail at just not moving a few
03:27muscles here or there, instead of a happy face, it can be, I don't know, an angry face or a
03:33smirk face instead of, I don't know, something more gentle.
03:38There's the three phases of the game, the game in your mind, the game on paper, and then the game
03:43in software, and iterations of that that players finally get to see in the finished product.
03:48And when these scenes were just words on paper, you know, it was a hope that they would look great
03:53and they look amazing.
03:54So it's really gratifying to watch these videos and see what was achieved by the team in our cinematics.
04:08PlayStation
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