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  • 12 ore fa
L'ambientazione di Just Cause 4 prende spunto da varie nazioni sudamericane per creare qualcosa di unico, la verticalità sarà un fattore fondamentale.
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00:00PEGI 18
00:30In 2004, we enter into the beautiful South American world of Solis.
00:35Vertical environments, gorgeous, diverse biomes.
00:38This is one world we cannot wait to explore.
00:42It's taking everything that we found interesting and amazing about South America as a whole continent
00:49and share picking those bits and pieces and putting it together as a big world.
00:55It's a bit of a hybrid of a lot of different countries. We didn't want to just pick one and
00:58emulate it.
00:59We actually were able to take a trip to Peru just to capture the sounds of the different biomes there.
01:07How do you write a history for a fictional place?
01:09Oh, yeah, that's a great question.
01:11Okay, let's start from the narrative, okay? Who lives here? Who does these people do?
01:16And then from there we build the pieces and we make the town.
01:19Where the game starts is not where the history of the island starts.
01:23We went back to 500 years to try to create a historical context for the island
01:29and it makes sense once you arrive there.
01:30Say in the grasslands, that will be composed of more contemporary buildings
01:34where if you go up to the rainforest where the original settlers came in,
01:39those buildings tend to be more of a colonial style.
01:42We developed river technology for it, meaning that rivers now have currents
01:46and currents change dynamically.
01:48So we have four biomes or regions in Just Cause 4.
01:52But within each of those there's between two to four different sub-biomes.
01:56And it's a way for us to add variety in a very big landscape.
02:00Just Cause is a vertical game. We always want to stress the verticality.
02:04We always want to bring that in. We want the game to be fully three-dimensional.
02:07We've gone from talking about square kilometers to cubic kilometers, which is fantastic.
02:15In GC3 we mainly sculpted a lot of it by hand.
02:19This time around we want to take that with us.
02:22It's still some important step.
02:23But we introduced scan data.
02:25Data that we can take in, lift it into the engine,
02:28and then move it around and reshape it however we want to.
02:31It's not a top-down projected map. It's hollow.
02:35You have caves, you have cave systems, you have tunnels.
02:38So it's more than meets the eye at first glance.
02:42So if you take one of our beautiful locations, it's called El Abismo.
02:47It's sort of a slum bridge juxtaposed with favelas that you might see from Rio de Janeiro in South America.
02:53These two things are combined in a vertical space.
02:57We actually have a credo at Avalanche.
03:00If you can see it, you can go there.
03:02If you poke it, it reacts.
03:04And that really goes through in everything we do,
03:07and particularly so in Just Cause 4.
03:10So one of the phrases that we like to say is
03:12a world that Just Cause deserves.
03:14With a world that Just Cause deserves,
03:16one of the things that we really want to do was
03:18create a playground that feels relatable.
03:20So that no matter how long you play this game,
03:22you're always going to see something new.
03:31as well as you're always playing in a room,
03:43And while our Halls,
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