00:07Siamo realizzando le opzioni che ci stiamo dando ai piersi e come attraverso la storia.
00:12È molto meno lineare che in ogni gioco che abbiamo già creato prima.
00:16E stiamo facendo un mondo molto interessante, interconnettato.
00:20Quindi puoi riuscire i spazi che hai già già visto, e le cose possono cambiare in alcuni di questi spazi.
00:26Tutto questo è per il gioco per il gioco per il gioco, molti segreti sono trovati, molti misteri in questo
00:34mondo, molti problemi che il gioco può prendere.
00:38E anche da una storia di spazio, trovare un modo di raccontare la storia per il gioco e il gioco
00:46per il gioco è importante per noi.
00:49E a volte è ancora meglio quando c'è una sorta di subtilità e restrazione, che si vedete un po'
00:58di qualcosa nel mondo e si starte a formare idee di quello che è stato, creare le storie per te
01:03stesso.
01:05E attraverso questo tipo di elementi permetterà il gioco a vedere, a sentire e a spiegare, a spiegare il gioco
01:12per il gioco per il gioco.
01:14E attraverso il gioco per il gioco per il gioco per il gioco.
01:18E questo significa che vogliamo assicurare che gli gioco possono controllare il gioco per il gioco per il gioco.
01:26Perché di questo, per la storia, abbiamo trovato un modo di rendere la storia più flessibile,
01:33depending on, on how the player is, is going forward.
01:37So the narrative in Control is different from previous Remedy games,
01:41because it is less cinematic focused.
01:44There's a lot more environmental storytelling.
01:46Gameplay and story are working hand in hand to tell the, the plot and develop the characters.
01:52Instead of just having a few levels that you can play through,
01:55we have a lot of different optional content that you can get involved with
01:59and get into the deeper lore of the universe.
02:03And there's a lot of surprises in there as well.
02:06Thematically, the idea of being in control or losing control is very much at the heart of the story.
02:18The bureau has been invaded by an otherworldly force and Jesse, the new director,
02:23has to regain control of the building.
02:26So really control is in every aspect of the game.
02:29Trying to control dangerous forces and then things going catastrophically wrong.
02:37And then you have the combination between the gunplay,
02:39we're good at that, but we're bringing the supernatural abilities
02:42and hopefully the mixture of those will create a really, really good sort of gameplay feel.
02:48The player has these powerful supernatural abilities
02:53that allows them to control their surroundings,
02:57use the surroundings almost as a weapon against the enemies.
03:01We really want players to be able to customize the way they experience this game.
03:05and in that sense it's going to be very easy to get into but hard to master.
03:12So you may turn the corner and find an enemy that you've never experienced before
03:15and you're going to have to customize your weapons and your abilities
03:18in order to overcome that obstacle.
03:20Because we do want control to be something that people who play a lot of games will enjoy.
03:27Which means you need to have mechanical depth
03:29and you need to have a lot of sort of interesting challenges and combat for the players.
03:33So we hope to bring that and then of course layer that with the story and the unique setting.
03:39So also things I think that will make the game stand out.
03:42It's always that great combination of great storytelling,
03:45really interesting characters, a really cool world
03:48and great high action gameplay on top of it to pull it all together.
03:53She has to master her supernatural abilities,
03:55she has to master her new role and players will go on that journey with her.
03:59What we now want to do is to make the player feel more involved
04:03and kind of emphasizing the elements that are interactive
04:10and kind of relying on gameplay more.
04:13We want to make sure that the player is in control.
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