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Demo per l'E3 2018 di Control.
Trascrizione
00:00.
00:30is a woman with a dark
00:31and mysterious past
00:33and she's been on a quest for
00:35answers to these mysterious events
00:38that occurred and that quest
00:39leads her to the oldest house
00:41which is the mystical
00:43headquarters of the Federal Bureau
00:45of Control in Manhattan
00:48and they are a strange
00:49and secretive government agency
00:52and it just so happens
00:53that the day that Jesse arrives
00:56they are invaded by the
00:57Hiss, an otherworldly
01:00force. They kill the
01:01current director of the FBC
01:03and Jesse is chosen to
01:05be the new director and has to
01:07get the house back under control.
01:10That's a rough first day.
01:12Yeah. It's hard.
01:15Now there's also
01:15it seems like there's this, with the supernatural
01:17aspect, I know we're looking at this right now
01:20I don't want you to give anything
01:21away but can you tell us a little bit about
01:23how that affects the gameplay?
01:26Well, Jesse has supernatural
01:28abilities that you're going to
01:29hopefully see in a little one
01:31and there's the
01:33service weapon
01:34which is this transforming gun
01:36that only the director of the Bureau
01:37can use.
01:39Like Excalibur.
01:40Yeah.
01:41And then you have the supernatural
01:43abilities but like what we're seeing
01:45here now is kind of one of the things
01:47you want to do with the game is kind of
01:50juxtaposition of the mundane
01:51and then also the sort of craziness
01:54there's plenty of that
01:55plenty of that in the game.
01:57So this clip is from
01:59the behind closed doors
02:00demo that we're showing.
02:02Here at E3 just want to give people
02:04a sneak peek of it
02:06I should maybe be quiet and let
02:08let the images speak for themselves.
02:10Yeah, this is normal.
02:21So it's very strange
02:22we have some of the people
02:23that are floating
02:23and then there's this other one
02:24that's actually not.
02:26Oh, there we go.
02:27There we go.
02:28So that's the shield
02:30and you can kind of see
02:30we have this reactive
02:32environments in the game.
02:34There's quite a bit of destruction
02:35and now we're using
02:36one of the supernatural abilities
02:38there.
02:39Very deadly chair
02:41and we're going to use
02:42the shield again.
02:43You can see how the environment
02:44kind of reacts to all of that.
02:46Like when Jessie pulls up the shield
02:47the objects nearby
02:49will start to levitate as well.
02:51So there's a lot of sort of
02:52So this environmental destruction
02:54how does it affect the gameplay?
02:56Can you use it to your advantage
02:57or you can use it to
02:58against your enemies
02:59offensively as well?
03:00Absolutely.
03:01Yeah, you can see that
03:02she can pick up things
03:03like the fire extinguishers
03:04and the clock
03:05and other elements
03:06and hurl them at the enemy.
03:07She can pick up debris
03:09and use it as a shield
03:11and she'll get other abilities
03:12that will allow her
03:13to manipulate the environment
03:14as well.
03:16They're really trying to build
03:17like this sandboxy
03:18kind of thing
03:20with control
03:21because you have
03:21your abilities
03:22you have the service weapon
03:24so players will have
03:24a lot of choice
03:25in kind of how to approach things
03:26and of course
03:27they can cause a lot of
03:28really good looking destruction.
03:30So what brought Remedy to control?
03:33Like why did you want
03:33to make this game?
03:35Well, it's Sam Lake's vision
03:37and as he was making
03:39some other games
03:40working on Alan Wake
03:41and Quantum Break
03:42he had some ideas
03:43that didn't entirely
03:44fit into those games
03:46and so he sort of
03:47made a mental note
03:49that they were something
03:50he wanted to pursue
03:50in the future
03:51and so coming out
03:52of Quantum Break
03:53he revisited those ideas
03:55and had the oldest house idea
03:58this sort of world
03:59within a location
04:01constantly transforming
04:02and branching
04:04otherworldly place
04:05and from that
04:06this whole idea
04:07of the Bureau
04:08grows
04:09and we have control.
04:11Now we know
04:12that she is trying
04:13to defeat the Hiss
04:14and also figure out
04:15what this whole
04:16you know
04:17trying to get control
04:17of this whole Bureau is.
04:19Are there certain
04:20quests that she goes on?
04:21Is there tasks
04:22that she has to do
04:23to get to the next level?
04:24Is it broken up like that
04:25or is it more like
04:26open world?
04:26Well, she's the director
04:28so the director
04:29has lots of different
04:30lots of different jobs.
04:33Definitely not
04:35open world.
04:36Just want to make sure
04:36we're talking
04:37in the right terms.
04:38It's much more
04:38of a kind of open-ended game
04:39than what we've done before.
04:41It's more of a sandbox.
04:42You can actually kind of
04:42now we just end the demo
04:44right there
04:44just as I wanted
04:45to point some things out.
04:47But yeah,
04:48there's a big sort of
04:49exploration aspect
04:51to the game
04:51as you kind of traverse
04:52through the oldest house.
04:54So you do have
04:55your story missions
04:56but then there's lots
04:58of side missions
04:59in the game
04:59as well
05:01and story
05:02is really important
05:03at Remedy.
05:04So all the side missions
05:05we do,
05:05we do want them
05:06to be sort of
05:07closely tied
05:08together with the rest
05:09of the story
05:10and they're going
05:10to give you a lot
05:11more on the characters
05:13you meet along the way.
05:14Not everybody's going
05:14to be hostile
05:16in the oldest house
05:17and then on top
05:18of that
05:18there's going to be
05:19some really challenging
05:21gameplay
05:21that we're not going
05:23to talk about
05:23just yet.
05:24Alright, I like it.
05:25Now once again
05:26we're seeing
05:27her service weapon
05:27here.
05:28Is this the iteration
05:29of it for the whole game
05:30or are there ways
05:31to upgrade it
05:32as you meet
05:33potentially harder
05:33villains?
05:34Great question.
05:36So the service weapon
05:37so it transforms
05:39so there's going
05:40to be different forms
05:41so it's always
05:41the same weapon
05:43but as you progress
05:44through the game
05:44you'll get different forms.
05:46So in the demo
05:47we're using grip
05:48and shatter
05:49which is kind of
05:50like a pistol
05:51and then the other one
05:52is a little bit
05:52like a shotgun
05:54just a lot cooler
05:55than your regular
05:56shotgun
05:57but then there's
05:58going to be
05:58several other forms
06:00available
06:01as Jessie progresses
06:02through the game.
06:03Okay, so her weapon
06:04will upgrade
06:04and her other psychic powers
06:06will get upgraded
06:07as well
06:07as you play
06:07throughout control.
06:08Absolutely.
06:09She can mod
06:10and upgrade
06:11both her abilities
06:11and her weapons.
06:14Yeah, so these guys
06:16that you see her fighting
06:17these are actually
06:19Bureau agents
06:20that have been overtaken
06:22possessed and corrupted
06:23by the Hiss
06:24and some of them
06:25float up in the air
06:27some of them
06:28like this guy
06:28attack her
06:29and they take on
06:30different forms
06:31depending on how
06:32complete the corruption is
06:33so she'll have
06:34a wide variety
06:35of enemies
06:36she'll have to defeat
06:37to regain control
06:39of the house.
06:39I love how calm she is
06:41she's just strutting
06:41through there
06:42just shooting him down
06:43she's like I got this.
06:44With this chair.
06:45Yeah.
06:46Well as the game begins
06:47I mean she is
06:49kind of led
06:50to the oldest house
06:51so maybe this
06:53has been her calling.
06:55Yeah, which she discovers.
06:57The missions
06:58that we're showing you
06:59this is roughly
07:00halfway through the game
07:01so she does have
07:02a certain level
07:03of confidence here
07:04that she did not have
07:06in the beginning
07:06when she first
07:07discovered these abilities
07:09and a lot of the
07:10challenge of this game
07:11is her learning
07:12to master these powers
07:13that have just been
07:14granted to her
07:15and discovering
07:16their limitations
07:17and what they can do.
07:19Now I know fans
07:20of Remedy Games
07:21obviously remember
07:22Max Payne.
07:22Were there any lessons
07:23you guys learned
07:24from that game
07:25that now along
07:26with all the new
07:26technology that's available
07:27that you really
07:28apply to Control?
07:30Yeah, I mean you learn
07:31from every game, right?
07:32And we've internally
07:33talked a lot about
07:34especially Mixer
07:36was the game director
07:37on Control
07:37how the Max Payne tool
07:39really had everything
07:42had a great story
07:43great action
07:44a lot of replay value
07:45and we kind of really
07:46want to make sure
07:47that Control
07:48has those same things
07:49but we're bringing
07:50that sort of
07:52storytelling and mystery
07:53and those aspects
07:54definitely from
07:55Alan Wake
07:58into Control.
07:59I mean you learn
07:59from every game
08:00and I think
08:01it's been great
08:02to hear that
08:02when the trailer
08:04debuted in the
08:05PlayStation Media Briefing
08:06which was
08:07an incredible moment
08:08for us
08:08we've been working
08:09for so long
08:10to get there
08:12and when people
08:12are like
08:13what is that game
08:14and then 30 seconds in
08:15I could hear people
08:16around me
08:16like
08:17is that a Remedy game?
08:19And I was like
08:19there is that trademark
08:20kind of visual aspect
08:22to our game
08:22so that was very cool.
08:25Yeah, I mean
08:26it's not just learning
08:27from our past games
08:28though
08:28Remedy always tries
08:30to innovate
08:30with every game
08:31that we make
08:32so we are taking
08:33some narrative risks
08:34with this one
08:35that we haven't taken
08:36with games in the past
08:37so I think you can
08:38look forward to
08:39some new storytelling
08:40techniques from us
08:41with this
08:41that you haven't seen
08:42in previous Remedy titles
08:44Wonderful
08:45Fantastic to hear
08:46we can't wait
08:46to learn more
08:47about control
08:47Oh good
08:48I'm glad to hear that
08:50Anything else
08:50you want to share
08:51with the PlayStation fans
08:52before we wrap
08:52this little segment up?
08:53Well I was super excited
08:55to be on
08:56the PlayStation platforms
08:59it's just
08:59great to be able
09:00to make a game
09:02for that audience
09:03and I think
09:04this one will be
09:06the best Remedy game yet
09:07I know it's a very
09:07kind of marketing
09:09kind of statement
09:09you might expect
09:11but I know the team
09:12home
09:13they were watching
09:14the briefing
09:15it was like 3am
09:16back home in Finland
09:17so shout out
09:18to the team
09:18back in Espo
09:19done a great job
09:20so that was just
09:21an incredible moment
09:22and we won't let you down
09:24Wonderful
09:24well thank you so much
09:25Anna Thomas
09:26thank you so much
09:27for joining us
09:28we're looking forward
09:29to hearing a lot more
09:30from Remedy games
09:31about Control
09:31until then
09:32stick with us
09:33at PlayStation
09:34live from E3
09:36PlayStation
09:37and we'll see you
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