Vai al lettorePassa al contenuto principale
  • 18 ore fa
Un nuovo videodiario che ci racconta qualcosa sul Remaster di Shadow of the Colossus.
Trascrizione
00:06I think the biggest reason why Bluepoint is considered the go-to team for most publishers when it comes to
00:11remasters is that we do really care. The games we work on, we handpick them. So we only pick projects
00:18that we actually truly believe people will want to play.
00:22Bluepoint's been around since early 2006 and our first game that we ever shipped was Blast Factor for the PS3.
00:30It was the first PlayStation Network game that you could get when the network launched.
00:35After that we had a great opportunity working with Sony Santa Monica on God of War Collection and from that
00:41point forward it was just step after step.
00:43Initially there were just two guys running this. As we grew and our ability to solve problems grew as well
00:50we started to take on bigger projects.
00:52We've been very fortunate in that we've worked on games that everyone knows and loves.
00:57As we work on each of these titles we take a small piece of it with us. So regardless of
01:02where we go next we always have that piece that we bring with us from game to game and it
01:07becomes part of the Bluepoint DNA.
01:10Every single project we essentially take on another challenge. We never like to just stay in the same bubble and
01:15like okay we know we can do this we're going to do this exact same thing again.
01:19So on Uncharted Collection that was kind of our starting kickoff point where we did a little bit art revamp
01:24but then going into Shadow like we knew up front we're going to redo all the art.
01:28So that required us to have a full art team that could build a full AAA quality content for a
01:35full game.
01:36Every game that we work on the first thing that we look at is what makes this game so endearing
01:43not only to us but to the community.
01:46We're essentially dealing with something that we have only played as consumers and we don't really have a from the
01:54ground up knowledge of the design decisions that went into every choice that was made during development on these projects.
02:01And so we spend a lot of time going back through design notes and art direction notes so that when
02:07we do change something in the game or we do make updates we're doing it in the style that is
02:14best representative for the game rather than just going off and doing something our own just to make it our
02:21own.
02:21And so part of the process that we go through is getting the original up and going and then running
02:26parity checks against what the retail version was.
02:29Once we've established parity then we start branching into what kind of improvements what kind of enhancements do we want
02:35to make to this game.
02:37There's a lot of deliberate discussion that occurs when we decide this thing needs to be a part of the
02:43game whether it's an updated control scheme whether it's subtle changes to color tones or environment.
02:51Obviously to us failure is really never an option so we always give the best we possibly can on every
02:56single title we work on and I hope everybody enjoys the results.
03:08PlayStation.
Commenti

Consigliato