- 16 ore fa
Demo dalla PlayStation Experience 2017 per Guacamelee! 2, il nuovo episodio della serie di DrinkBox Studios.
Categoria
🎮️
VideogiochiTrascrizione
00:03.
00:03Welcome back, everyone. It's PlayStation Experience.
00:05It's finally here. We are live from Anaheim, California.
00:09I am joined by none other than Graham Smith from Drinkbox Studios.
00:13Hi, Justin. How's it going?
00:14Thanks so much for being here, man.
00:16Obviously, my good friend Ryan is here as well.
00:18I was hoping you would just breeze right by me and not introduce me.
00:21Never mind the guy who's been here now.
00:24So, yeah, we're here to talk about a game I'm very excited for, Guacamelee 2.
00:28I say that about a lot of games,
00:29ma veramente, sinceramente, non lo so.
00:31Guacamelee was one of my favorite games in recent memory.
00:34It came out shortly after I started working at PlayStation,
00:36so I feel like I have a strong personal connection to it.
00:40Really excited for Guacamelee 2.
00:41Can you lead us in?
00:42What's been up since the end of Guacamelee?
00:44Where does this one pick up?
00:46Well, Guacamelee 2 starts about seven years after the original.
00:50Seven years?
00:50Seven years, yeah.
00:51So Juan is now happily married to Lupita,
00:54who is El Presidente's daughter,
00:55the woman you rescue at the end of the first game.
00:57And they have two children,
00:59and they're living in the agave fields,
01:00and they have a nice happy life.
01:03And then one day, Huachivo, his spiritual mentor and trainer,
01:06shows up and there's a new threat that they need to go out and deal with.
01:08I wish, couldn't you have just left Juan and his family in peace?
01:13Like, couldn't this have been a different person that comes in to save that?
01:17Poor Juan.
01:17They had seven years of peace.
01:18Yeah, based on that trailer that we saw back at Paris Games Week,
01:23it looks like Juan's been living a pretty good life.
01:27with that bowl of guac.
01:28Like, yeah.
01:30How did it feel?
01:31Because Guacamelee 2 was revealed at Paris Games Week just a couple months ago.
01:35I mean, how did that feel for the team?
01:36Because that's something that I still try and wrap my mind around,
01:39is how would it feel if something that I worked on
01:41was suddenly in front of hundreds of thousands of people simultaneously?
01:45Yeah.
01:45Well, it's a very stressful thing,
01:46because we had been working on it for maybe around a year at the time.
01:50So, you know, you've been working on it for so long,
01:52you're not allowed to talk about it.
01:53People are always asking us,
01:54hey, are you going to make Guacamelee 2?
01:55And so that you can feel like there's a lot of excitement
01:57about the idea of a sequel and you've been working on it for a year.
02:00And then when it finally comes out and you see the reaction of everyone,
02:03then it feels really gratifying.
02:04So, yeah.
02:06So, you guys, your most recent game was Severed, I believe.
02:10That's right.
02:10Which was very well received.
02:11It's an excellent game.
02:12If you don't have Severed yet, go pick it up.
02:14One of the best Vita games out there. Excellent.
02:17Is there anything that you have picked up since it's been a time,
02:21quite a while since you worked on a game like Guacamelee,
02:23you kind of shifted gears there.
02:25Is there anything that you've picked up,
02:26anything that you've learned in that time,
02:28especially like during working on Severed,
02:30that you're taking into the development of Guacamelee 2?
02:33Yeah, I think Severed was a really challenging project
02:38because the design of that game is so different
02:40from anything else that's really out there.
02:41I mean, you can see little components of different kind of games
02:44kind of mashed together in Severed.
02:47So, the design of that game was really challenging.
02:49And I feel like we really honed our design skills as a studio together,
02:52making that game.
02:54And then at the same time, we have our own engine
02:57and our own editor that we use to build games.
02:58So, over the course of Severed's development,
03:00we continued to improve our tools, our pipelines.
03:02So, you know, that just led us into the development of Guacamelee 2
03:06and have more of a running start at the beginning of this project.
03:09And here we are.
03:10Well, yeah, we've got some gameplay here of Guacamelee 2.
03:13Are we seeing this live? Is this being played right now?
03:15This is live, yeah.
03:16Oh, my goodness.
03:16David is over there.
03:17How are you playing?
03:19Magic.
03:21Only with the power of Green Fox technologies
03:23can you play telepathically.
03:25Yeah, so tell us, what are we seeing? What's new?
03:29David is playing through the demo that we're showing here at PSX.
03:32Yeah, it's playable at PSX.
03:33Yeah.
03:34So this is just the start of the demo.
03:37We start the demo off with some powers unlocked,
03:39but at the beginning of the actual game,
03:42you'll slowly unlock the powers over time.
03:44So you can see one of the new mechanics here.
03:47This is the Eagle Boost.
03:48So any time you approach one of those boost points,
03:51you can see a little arrow that appears,
03:53and then you can push triangle to slingshot yourself through the boost point.
03:58Cool.
03:58This is El Muneco.
03:59He's one of the enemy bosses in the game.
04:02He's kind of like a weird,
04:04he's kind of a cross between like a Casanova and a birthday party magician.
04:09I thought you were going to say Phantom of the Opera.
04:11Yeah.
04:12He's partially inspired by one of the characters in Sailor Moon.
04:16I don't know if that Casanova guy in the,
04:18but he's like a terrible Casanova.
04:23He travels with an entourage of chickens, performing chickens.
04:27So already got a bit of a platforming kind of mini challenge there,
04:31trying to get across that gap.
04:32So yeah, some of the moves that...
04:34Oh my God, this looks so good.
04:36Ram, get out of here.
04:39Yeah, we did a lot of work on our lighting engine,
04:42specifically for Guacamole 2.
04:43So the environment has normal mapping on everything,
04:46none of our previous games had that.
04:48So every time he does a super move or you'll see like the backgrounds
04:51are lighting up realistically, everything is still 2D,
04:54but it looks like 3D lighting.
04:55Is this your first PS4 game?
04:57No, we did do Super Turbo Championship Edition.
05:00Ah, right, right, right. Okay.
05:01But that was, again, an update of a game that was originally designed
05:04for PS3 and Vita.
05:06That's right.
05:06So what's it like building a game from scratch for PS4
05:08compared to your past efforts?
05:10Well, yeah, now we're able to try and harness like a lot more of the
05:15power of the PS4 this time.
05:17Whoa, whoa.
05:18Are there any kind of restrictions that, things that you wanted to do
05:21in the first game that now are unlocked to you?
05:24Yeah, like so for example, the lighting is something that is
05:27entirely new for this.
05:28And we're able to do that by not just focusing on like the current
05:31generation of platforms and not looking at older platforms anymore.
05:34This is another mechanic that you see those pillars that pop out.
05:38There's these little plates at the bottom of the screen here
05:39that if you walk over they pop out a pillar.
05:41Oh, nice.
05:43So enemies can trigger them too and can get hurt by them,
05:45but you can also use them for platforming.
05:46You can jump off them when they're...
05:48So right off the bat you've got some kind of challenging
05:51platforming and combat stuff going on here.
05:53You're not taking it easy on them.
05:56No.
05:59Yeah, in the demo, you know, we relaxed it a little bit.
06:01so like we give them infinite stamina so you can do as many
06:04super moves as you want.
06:05But in the full game, you know, you have to be careful about like
06:07more strategic about how you use your super moves.
06:09Cool.
06:10I remember near the end of the first Guacamelee,
06:12there was a particular boss that when I talk to people
06:14about Guacamelee, everyone says,
06:16yeah, I made it to that cheetah boss and I just,
06:18I kind of couldn't get past it.
06:19Jaguar Javier.
06:20Yeah.
06:20Did you guys learn anything from that?
06:22Is that something that you've heard too?
06:23Yeah.
06:23So with that particular boss, it's just so great.
06:28I just want all this all the time.
06:30So this is the chicken pope.
06:32And you're in the chicken church here.
06:34This is like a, they have like a weird Illuminati shrine
06:36with an egg in the background.
06:38So he's unlocked the power of chicken here for Juan.
06:42Yes.
06:42So there's a much bigger focus on the chicken in Guacamelee 2.
06:45In the first game, the chicken had like a very basic peck attack,
06:48but now the chicken can dodge, the chicken can throw,
06:51the chicken can wall jump, and you even unlock additional moves.
06:54Even in the demo, there's a new chicken move that we unlocked.
06:56Is there any downside to playing as a chicken?
06:59Because right now you're just selling me on all chicken all the time.
07:02There's benefits to playing as the chicken and benefits to playing as Juan.
07:05Okay.
07:06So the chicken, when the chicken does its super moves,
07:08it uses half as much stamina, so it can do twice as many moves,
07:10but it doesn't do as much.
07:11Oh my goodness.
07:13So at the next awesome games done quick,
07:16we'll see chicken only speed run to Guacamelee 2.
07:19Oh my gosh, Graham.
07:21Yeah.
07:21Graham, I can't take it.
07:26This is one of these powers that will happen occasionally in the game.
07:28I love it.
07:30Yeah, a lot more focus on the chicken indeed.
07:32Holy cow.
07:32How do you as a team kind of balance out visual clarity
07:37with keeping things interesting and exciting?
07:40Because you want your game to be readable,
07:42especially in a 2D space like this,
07:44but you also want to like make it feel like it's active and alive.
07:49That's a very challenging problem.
07:50In fact, in multiplayer, so the game will support four players.
07:53Yeah.
07:54That's another thing.
07:55And one of the biggest challenges we've had in our play testing so far
07:57is just players not being able to find themselves on screen.
08:00Because especially when there's like tons of enemies around.
08:02Right.
08:02So we're doing potential solutions to that.
08:04So now we do things like we dynamically show like a little triangle
08:07over your head when there's too many characters around.
08:09So you can find yourself like it'll give your player number
08:11in the middle of the triangle.
08:14Now the chicken priest is going to give you a new power here.
08:16This is the chicken shot.
08:19Is this how you're going to come across new abilities
08:22throughout the course of the game?
08:23Yes. Yes.
08:23So it's much more compressed here.
08:25Usually we give an ability and then we play with that ability
08:28for some time and then we combine it with other abilities.
08:33So the chicken shot is like you can do like a downward dive
08:36or an upward dive.
08:37Yes.
08:38It goes on the diagonals.
08:39Oh, nice.
08:40Color-coded barriers so you know what you can go back to.
08:43Perfect.
08:44So and enemies sometimes have barriers not in the demo
08:46but in the game.
08:47So sometimes you'll have to use specific moves to break their
08:48barriers.
08:49So you'll find yourself switching between Juan and the chicken
08:51throughout combat.
08:52Nice.
08:54I love how he can say that seriously.
08:57Switching between Juan and the chicken throughout combat.
09:00Yeah.
09:00So Guacamelee was not too crazy long.
09:03It was a good length.
09:04Probably what?
09:05Like five or six hours.
09:06Average playthrough is about six hours.
09:07Are you looking at about the same thing here or are you
09:09beefing it up a little bit?
09:11So we have the game built out end to end right now and we're
09:14still editing it.
09:15Currently it's a bit longer than the original game and if I had
09:19to guess I would say it's probably going to end up a bit longer.
09:22Cool.
09:23Are you looking at ways to add more replay value, any kind of
09:27reasons to play the game again?
09:28Much of the studio right now is working on like side content,
09:33in-game content, secret stuff.
09:34Cool.
09:36Is that how you guys usually work is you kind of build out the
09:40framework first and then begin filling it in over time?
09:43Yeah.
09:43What's your workflow at the studio like?
09:45We really like to build our games through iteration.
09:49And so in August we had our first alpha which was the entire
09:54game playable from end to end.
09:55And then we did a second alpha.
09:57so we call that alpha 2 and that finished in November.
09:59Now we're working towards beta.
10:01But every time we have the entire studio play through the
10:03whole game, give their feedback to us, we prioritize everything
10:06and then we do another pass based on that feedback.
10:08And these are the dimension waves, right?
10:10Yeah.
10:11So the living and dead worlds are coming back in Guadalupe 2.
10:14You'll gain the ability to swap between them dynamically at
10:17some point.
10:17But at the beginning of the game you'll be exposed to them
10:19through these dimension waves.
10:21So you can see the purple is like a window into the dead world
10:24that's moving through the environment.
10:26It's a really organic way to introduce that concept, I think.
10:30Yeah.
10:30And we're able to do some interesting things with it.
10:33Like here you can see enemies are, this is another example.
10:37So you have the lava in the living world but not in the dead world.
10:39So we have this like a force progression set up here that the
10:43players have to get through.
10:44Oh, wow.
10:44I'm trying to think of the programming involved here.
10:46And my brain is hurting a little bit.
10:48But I'm sure smarter people than I are on the case.
10:51This was a challenging one to do because there's a lot going on here.
10:55You have like two completely different set ups and the visuals are
10:59showing one at a time through like little windows.
11:02Yeah.
11:02Is this, I'm sorry, I think you mentioned this earlier in the
11:05segment, but do you build on your own engine or do you use an
11:09existing framework?
11:09Yeah, this is all our own engine and our own editor.
11:11Oh, nice.
11:12That's amazing.
11:12So it's been seven years.
11:14Juan looks like he's still in pretty good shape.
11:17Yeah.
11:17Give me some tips.
11:19Do you guys think about any unlockable skins for like an
11:22older Juan or anything like that?
11:23Well, actually at the start of the game, before Juan gets his
11:27mask again, he has a bit of a pot belly.
11:29He's a bit slower.
11:30He doesn't punch his heart.
11:31So, you know, eventually you get back to your normal shape.
11:36Beards are in right now.
11:37Yeah.
11:38Definitely.
11:40So this is Elman Yeko again.
11:42So he's going to be the first boss in the game that you fight.
11:45You guys have really stepped up your animation.
11:47Yeah.
11:48I can tell you guys have gotten a lot better.
11:49I mean, you were already excellent at it, but seeing this
11:52guy's attacks, like, it looks excellent.
11:54Yeah.
11:55Our animation team is a little bit bigger this time around.
11:58Yeah.
11:58The team is about the same size overall.
12:01How big is the team at Drinkbox?
12:03Right now it's 12 people.
12:05That's it?
12:05Yeah.
12:06Wow.
12:06Isn't that ridiculous?
12:07That's insane.
12:09I could make this with, like, 400 people on my command.
12:12So is this running at a target at 60 or is this 30?
12:16I'm having a hard time telling.
12:17It's running at 60.
12:18Yeah.
12:18And it's enhanced for PS4 Pro.
12:21We're doing 4K HDR.
12:23Oh, nice.
12:24Oh, man.
12:24HDR is going to look so good on this game.
12:27Yeah.
12:28Actually, I'm just going to take this TV back home with me
12:30after the live cast is over.
12:33Oh, this is so flippant.
12:34Your designers must have a lot of fun with things like, are boss fights more fun or more challenge than
12:41the normal run of the game?
12:43Yeah.
12:43To design.
12:44What would you say?
12:45Boss fights are one of the most challenging things to design.
12:47Okay.
12:47You're like, they're not fun at all.
12:49I hate them.
12:50They usually take more iteration than anything else.
12:55So you see how you can use the pillars to strategically block object files.
12:59This boss fight looks amazing.
13:01I mean, you're right.
13:01Boss fights are hard to get right.
13:03Yeah.
13:04But man, I'm very encouraged by what I'm seeing here.
13:07Did the team look to anything in particular for inspiration either for the main game or for the boss fights
13:13this time around?
13:14Has anything really resonated with you guys in the past since Guacamelee?
13:18Not to inspire the designer.
13:20I'm reminded a little bit of Shovel Knight with the triangle traversal technique there.
13:26Kind of similar to something I saw in the Specter of Torment campaign they came out with kind of recently.
13:32Yeah.
13:34One game that I played after the first year of Guacamelee's development was Hollow Knight.
13:39Ooh.
13:40I've heard really good things about that.
13:41Incredible boss fights in that game.
13:43So I do take some inspiration from that, but a lot of the work had gone into the game already
13:47by that time.
13:47Okay.
13:49You're like, well, maybe for the sequel.
13:53This is fantastic.
13:54I can't believe that something this beautiful and this fun and tactile is made by 12 people.
14:00Thank you.
14:01Yeah.
14:02I mean, it's not easy.
14:03That's for sure.
14:04But our team is extremely talented.
14:06Oh, absolutely.
14:07And you have a lot of experience now.
14:09I mean, you guys are no joke and have been really building a library and a catalog for yourselves over
14:13the years.
14:14Yeah.
14:14You guys have really kind of mastered 2D games here.
14:18Have you ever messed around with any 3D prototypes?
14:21Have you guys dipped your toe into those waters at all?
14:23A little bit.
14:24When we were deciding what project to work on, we ended up deciding on Severed.
14:29We had split the team up into multiple small groups to do prototypes.
14:32and one of them was a 3D sneaking game.
14:37Oh, yeah?
14:38Cool.
14:38We tried using Unity for that because our engine really doesn't do 3D that well.
14:43But I don't know.
14:442D is kind of our wheelhouse.
14:46Yeah.
14:46You guys are so good at it.
14:48There's some of the premier 2D developers out there as far as I'm concerned.
14:51Thank you.
14:52You heard it here first.
14:56They're going to put it on every box, on every website.
14:59So tell us a little bit more about how the 4-player co-op works.
15:03Does it get too chaotic?
15:04I mean, that can be kind of fun when you have the really chaos-driven co-op sometimes.
15:11Yeah, so there's some benefits to it.
15:13Like, it's easier to control crowds of enemies.
15:16But we do scale the difficulty dynamically, so enemies will have more health,
15:20and they will do more damage when there's more players.
15:22And then also certain enemy setups will change if there's full players.
15:26So a lot of the challenge is trying to keep everyone on screen at the same time
15:31and making people feel like often through some of the platforming challenges
15:35one player will pull ahead.
15:36And so you don't want the people who are falling behind to feel like they're
15:39just being pulled along.
15:41So we're still working a lot on the 4-player stuff and trying to, you know,
15:44tweak our cameras, how they work with 4-players.
15:46Yeah.
15:47And so that must make the boss battles even more difficult to design
15:51than they already are, taking into account either one, two, three,
15:54or four people.
15:56Many of our design meetings, you know, we think we've solved it,
15:59and then someone says, what about 4-player?
16:00And then you're like, oh, no.
16:01And you throw your coffee at them and they cower in a corner.
16:07Some of the best beat-em-up games ever have been like the 4-player
16:12kind of brawler type games.
16:13So I think that you guys have a strong legacy to look to there.
16:16Is it local or online? I forgot to ask.
16:19It's local only.
16:20Yeah.
16:21We actually have a lot of experience doing multiplayer online from
16:25previous to starting Drinkbox.
16:27So we know the challenges involved with that.
16:29So it's very expensive to put online multiplayer into a game,
16:32especially a fast-paced action game like this.
16:34so we'd prefer to invest that into the single-player and local
16:38multiplayer experience.
16:40Yeah. Well, rude to beat up a machine.
16:42That would be sad.
16:45It's rude to beat up anybody, sir.
16:49So long, nerds.
16:51I guess that's a perfect outro.
16:53Somebody give that.
16:54Somebody make a gift of that, please.
16:57Guacamelee!
16:57That's Guacamelee!
16:58Yeah! It looks amazing. I'm so excited.
17:01Thanks very much, guys.
17:03So yeah, thanks so much for joining us.
17:05Is there anything else you want to tell fans before we let you go?
17:07Uh, no.
17:08I guess if you're a PSX, please come by our booth.
17:10We'd love to have you try the demo out.
17:11We'll be playing 4-player all weekend.
17:13And keep an eye out for us early next year.
17:16Yeah.
17:17Alrighty. Guacamelee! 2 coming to PlayStation 4.
17:20Looks so fantastic. I'm so excited for it.
17:22Coming up next, we've got a look at Soul Calibur VI.
17:25Stay tuned.
Commenti