00:00www.mesmerism.it
00:30When we started Ratchet & Clank, we felt like, wow, we've got a lot to prove.
00:34Creating spaces that really compel people to explore and feel like just these interesting set pieces or elements of story
00:40and adventure that just draw you in and are really immersive.
00:44Sunset Overdrive was about giving the player a big city that is effectively a playground and letting them run around
00:51with traversal.
00:52Just having the fun of moving across the space at breakneck speeds.
00:57Engine Nowhere was a third-person camera, and so traversal was very much like a console game.
01:02We made some interesting discoveries, and for us, it was just seeing the tip of the iceberg for how VR
01:09enhanced traversal in a way that couldn't be done before.
01:13Over the course of Unspoken, we got to push a few more boundaries.
01:16We moved to a first-person movement speed, and now you could teleport.
01:20We made sure that you could see your opponent, you could see their full body moving with tracked head and
01:26hands the way a human moves.
01:29When we make creative decisions, it is always a balance between the data that we're getting from what players are
01:35actually doing and our gut feeling.
01:37Going forward, doing that community outreach and making sure the game facilitates that level of community is going to be
01:45a strong focal point.
01:47In this new project, you'll be able to go wherever you want.
01:51We're going to see a potential for movement and exploration that breaks out of the 2D plane.
01:57Fans can expect a lot of the things Insomniac Games is known for.
02:02Crafting good stories, good controls, and, you know, a little bit of humor, maybe some tears, I don't know.
02:09For a very, very long time, we've wanted to make a game that was about establishing a sense of wonder.
02:15To create really immersive, beautiful spaces and apply it to a new palette of open-world adventure.
02:21To be able to bring that into the VR space is definitely the next evolution that we're going for.
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