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  • 13 ore fa
Un terzo videodiario di Control che parla di "The Oldest House".
Trascrizione
00:07CONTROL
00:08CONTROL
00:08CONTROL
00:08ha preso
00:10in
00:11FEDERAL
00:12BUREAU
00:12CONTROL
00:13un place
00:13called
00:14THE OLDEST HOUSE
00:16It's
00:17this
00:19featureless
00:19bleak
00:21concrete
00:23brutalist architecture
00:24skyscraper
00:25in Manhattan
00:26in New York City
00:27A key starting point for us was to
00:30create this place that is sealed off
00:33from our reality
00:35and
00:37through that comes certain kind of logical thinking
00:40that if they are that it means that they need to be independent
00:43they need to be autonomous
00:45and
00:46that was
00:48one statement that helps us to define
00:51how to design this place
00:53So the inspiration for the look of the oldest house
00:56is brutalist architecture
00:58which actually if you
00:59I'm from Washington DC
01:00and the FBI building there is a brutalist building
01:03so it's kind of fun for me to see that in our game
01:06but it represents the idea of control
01:09it's concrete straight lines rigidity
01:12and
01:12meanwhile there are these chaotic forces that are inside of it that contrast with that
01:17so you
01:17you have the hiss and you have these supernatural phenomena that sort of represent chaos
01:23and so you have chaos and order clashing within the oldest house
01:27and that's kind of the theme of the game
01:29and
01:30looking at Jesse coming into this
01:33old bureau
01:34which has existed for God knows how long
01:38and bringing this breath of fresh air to the place
01:43so
01:44when you look at all of these elements you can see that there is that contrast
01:49and
01:50and contrast of course sets up conflict as well
01:54and
01:54it is an action game and conflict is at the heart of it
01:57but it's not just the kind of gameplay level but on kind of a thematic level as well for the
02:02story itself
02:02it's not just what you think is going on on the surface
02:06there's always something happening much deeper
02:09and
02:09I think that we're going to have some surprises on exactly how deep this world goes
02:14we sort of think of it as a world within a location
02:17it's this ever shifting place full of mysteries and adventures for players to explore
02:22and
02:23when we filled every corner of it with new weird ideas
02:26it's a very strange place a place of power
02:31it's much much bigger in the inside than the outside would lead you to believe
02:40you know maybe even endless
02:43if you know the right rules and rituals
02:46you can keep on traveling deeper
02:49the sort of belief about the oldest house that the FBC has
02:53is that if you walk far enough in one direction
02:56you could end up someplace completely different
02:59so all kinds of strange things happen there
03:02it's not just a couple of rooms in an old abandoned house somewhere
03:05there is adventure around every corner and it's up to players to explore that and see what they can find
03:11in the heart of this game is this secretive government agency called Federal Bureau of Control
03:19and they are an organization that deals with the unexplainable
03:26and what they do is investigate and sometimes collect and bring back to their headquarters
03:33altered items these strange objects that have caused phenomena out in the world
03:41some people call it supernatural
03:42some people consider it you know all kinds of weird psychic things
03:46but they study these and sometimes store and contain them to keep the world safe from the effects of them
03:52an organization that has a deeper history than what it seems like initially
03:59they have methods and bureaucracy in place but it's always happening for a reason
04:07and the key thing to us is that it's it is an organization that feels like there's a lot of
04:13mystery
04:15and history of that and it's something that we are eager to reveal more of
04:22as the player goes through this place and tries to understand the relationship between the oldest house
04:27and the paragraph control
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