Vai al lettorePassa al contenuto principale
  • 11 ore fa
Videodiario con le prime sequenze di gameplay per Psychonauts 2.
Trascrizione
00:00That's too round to grab.
00:02I know.
00:04I assume you know.
00:05I don't think I'm telling you anything I don't think you know.
00:07No, that was more of a like, that was like an affirmative grin.
00:10I know, right?
00:12Totally.
00:13I know, right?
00:14Also, like, how about this pole that's not connected to anything?
00:18No, that's just psychic.
00:19It's just psychic.
00:20It's some psychic residue.
00:21All right, we should go.
00:22Are we ready?
00:23Are we on?
00:25Are we on?
00:25Should I talk?
00:26There we got all this.
00:26Hey, Psychobackers, welcome back to Psychonauts 2 update number.
00:31Whatever.
00:32Yeah, I'm Tim.
00:33This is Zach.
00:34Hello.
00:34We are going to talk about, let's see, last episode we showed the first playable.
00:39Early days.
00:40Early days.
00:40We showed like a block mesh, what we call White Box 1.
00:42If you do this with our heads, we can maybe edit it so it's like, oh, we're remembering.
00:47Oh, that was crazy.
00:49Early version of a lot of the quarry area.
00:51And you can see all of the player interactables that Raz can climb around on.
00:57Is this the rocket mini section where the jet hits the soccer ball around?
01:00Yes, this is going to be our mini game where you actually...
01:02We're not really doing that.
01:03No.
01:03It's actually a 20-sided die.
01:05And it's a giant...
01:06Oh, it's so weird and ugly.
01:08Okay, but now...
01:09I remember what it looked like.
01:11It was...
01:11Been working out for a while.
01:12Yeah.
01:13And what is...
01:13And first playable, we'll explain what that is.
01:15So first playable is...
01:17So we did a couple of art tests.
01:18Some of the stuff that we had shown in the past for Psychonauts were just art tests.
01:21They weren't like real shippable areas for the game that we intended all the systems to be working in,
01:25all the gameplay to be working in.
01:27They were tests.
01:28And so this first playable is the first time we've taken a designed chunk of the game
01:33and tried to sort of push it through the pipeline and get it fully arted.
01:37It's not like shippable.
01:38It's nowhere near shippable.
01:39It's sort of what I would consider it.
01:40It's like a pre-alpha.
01:41There's a lot of work to do on it.
01:42Pre-alpha.
01:42Pre-alpha.
01:43Not final.
01:44Not final.
01:45Not what?
01:46Is it final?
01:46We're shipping it.
01:47We're basically done, everybody.
01:48Thanks for...
01:48No, it's pre-alpha, so there's a bunch of work to even be done before we decide that it's
01:52not good enough to then have to have a bunch more work done on it.
01:55But it is sort of represents all of the gameplay systems, all of the art, and a few more new
02:00things.
02:01Like we finally got some cutscenes up and running and characters up and running all in one place
02:04and you can play through it and it's about an hour, hour and a half of content,
02:09depending on how careful you are going through everything.
02:13Yeah, and we're able to actually playtest that and get some more feedback to help drive
02:16how we're going to change how we make levels in the future and how we might change our
02:21gameplay.
02:21So it's been a really good thing.
02:23Awesome.
02:23Let's check it out.
02:24All right, let's check it out.
02:24So nothing is final.
02:26Nothing is...
02:26Well, yeah, you can zoom in right in there.
02:27Work in progress.
02:28May contain bugs.
02:29May contain bugs.
02:29And unfinished content.
02:30I'm going to wager they are...
02:32Hey, Ropes.
02:32Look at that.
02:33Look at you platforming.
02:34Look at this platforming.
02:35Look at all this platforming.
02:36We actually...
02:36Maybe we can even show off some new moves in here.
02:40We've got our trampolines.
02:41We've got our jumping.
02:41We've got our double jumping.
02:43We've got that.
02:44Each pole was...
02:46I think kids have been doing acrobatics on here before.
02:51It's not safe to leave all these rocks around.
02:52No, it's not.
02:53They're...
02:53They're ankle twisters.
02:55Sight challenge markers.
02:56Sight challenge markers.
02:57We haven't decided what our new pickup instead of sight challenge markers are, so there are those
03:00in the game, and you can level up.
03:03Intern completion.
03:05Cards.
03:06Cards.
03:07We've got to figure that one out.
03:09We've got our old ball friend back.
03:13Ball friend.
03:13Ball friend.
03:22What is that music we're hearing, Tim?
03:24I had an idea that Cyclone should have music in it.
03:26Yeah.
03:27Kind of a big idea.
03:28Yep.
03:29Step one, we should have music.
03:30That is Peter McConnell, an outdoorsy piece we made.
03:33We gave him the code word, hopeful exploration.
03:36Hopeful exploration.
03:38That's it.
03:38Write that down.
03:39Hopeful exploration.
03:40And also kind of like national park, kind of Copeland-y.
03:43You said the word Copeland a lot.
03:44Yep.
03:44It was meant to be awe-inspiring.
03:46They put it up on a pedestal, and you're looking at this like...
03:49Yeah, Jurassic Park.
03:51Literal Jurassic Park.
03:53And also, yeah, but are we supposed to feel like maybe the psychonaut's institution is not benevolent?
04:04It's not that it's not benevolent, but it's definitely a theme of how it changed, and it's not Ford's vision.
04:09Like, we talk about how Ford is kind of seeing it as, we talk about like a NASA for space,
04:13for mind, the mind.
04:14Like, it's just like peaceful exploration of like, what is the human mind?
04:17What is the core of our consciousness and all that?
04:20And what are the potentials for unlocking that?
04:22What can human minds do?
04:24And then they're like, well, you could defeat our enemies overseas, but it's also a chance to like show how
04:29that's not sustainable.
04:30It's more sustainable to be interested in, you know, human potential.
04:34Very cool.
04:35Yeah, I'm excited.
04:36Yeah, me too.
04:37This is...
04:39I'm...
04:39I have no idea what I'm going to do.
04:43Do-do-do-do-do-do-do-do.
04:44Yeah, right now it's just on loop through the whole thing, so it's a little in your face.
04:47But it is meant to sort of, the grandeur and awe of this large area, because this is a really
04:54big, explorable space for Psychonauts.
04:56Kind of way, way bigger than the first game.
04:58Yeah, I see tons of places to climb to, but I want to go.
05:00Yep.
05:01And this is kind of the, where this is in the game, is the first point where you...
05:04Spring tree.
05:05Oh, yeah, I love the tree.
05:06The tree's my favorite part.
05:08The first time you've sort of gotten, the game opens up, you've gotten through the initial tutorials, and your first
05:13big mission, and sort of, this is the beginning of kind of act two, where you've got this big, open,
05:17quarry space to explore outside the base, and it connects to other places in the HQ and surrounding environs, which
05:22we will not talk about or spoil at this point.
05:25Man, you leveled up while moving around on a crane.
05:27That's, he's multitasking.
05:29That's part of the advantage of being a psychic.
05:31Should we talk about goats?
05:32You want to talk about goats?
05:33Oh, what's that?
05:34It's a goat!
05:34Woohoo!
05:35Hi goat.
05:35Hi goat, let me see his face.
05:36Oh, cute.
05:37He's got creepy goat eyes, because goats have devil eyes like that.
05:40Okay, so that goat was drawn by Scott.
05:42Yep.
05:43Modeled by who?
05:44Modeled by Zara.
05:45Oh, Zara.
05:45Yeah, and then animated by Ray.
05:47Ray actually, because Ray doesn't work on site, he works in Utah now.
05:51Hello, goats.
05:54So Ray actually went to a goat farm.
05:56There's a goat farm nearby his house, because that's what Utah is mostly full of, I guess.
06:00And he went to go look at real goats and how they actually behave.
06:04That's why that goat looked so real, look how he just did that.
06:05All right, wait for it.
06:06That's a, that's a special detail.
06:08Goat butthole.
06:09That's exactly the intended use of the first person camera, right?
06:12There is a normal map for a goat butt there, too.
06:14Some good goat tormenting.
06:16You can carry the goat with you.
06:17Get your goat buddy.
06:19Oh, we already have to have achievement.
06:20Carry a goat through the entire game.
06:21Carry a goat through the entire game.
06:22Can goats swim?
06:24No!
06:25That's terrible.
06:26This is, what are you doing?
06:27It's dark.
06:28Yeah.
06:28Currently, they're just docile.
06:29Okay, do we talk about TKing them like Velcro onto the wall, so you can write dirty words
06:34on the wall.
06:34I take a screenshot.
06:35There's simpler ways to do that than goats.
06:37It takes nine goats to say the F word.
06:40You're gonna be more than nine.
06:41I've done a lot of goat porn.
06:43Yeah.
06:45Graffiti.
06:46Goat porn graffiti.
06:47Get that.
06:47Get that.
06:47That jet looks pretty good, though.
06:48The jet looks good.
06:51Hey, look, Sasha.
06:52So, those are the temporary pickups.
06:55We all make mistakes.
06:56Yeah, Sasha's...
06:57That's our new camera roll.
06:58And he's got his sweet, crazy headgear on, and you can hear Rusty's voice.
07:02Especially if the roulette wheel is a double scene.
07:04Hey, Rusty.
07:05No, Rasputin, that the human mind is not a place.
07:07That's not Stephen Stanton's voice of Sasha.
07:09That is Dave Russell.
07:11Dave Russell.
07:11The placeholder voice.
07:13Who built Sasha and does his voice.
07:14He basically is Sasha.
07:15Hey, Rusty.
07:17What's your problem?
07:18Just this.
07:18What's your problem?
07:20Okay, this is cool, because this is our first cutscene, I think.
07:24Hey, look, Sasha.
07:25I'm really sorry about what happened on the casino mission.
07:27We all make mistakes, Rasputin.
07:30I just hope you learned something from it.
07:32Yes!
07:33That the odds always favor the house.
07:35Especially if the roulette wheel is a double zero.
07:37No, Rasputin, that the human mind is not a plaything.
07:41We're writing a bunch of cutscenes at the beginning of the game.
07:43I'm starting to get in my writing groove for the game.
07:45That's right.
07:45It's fun.
07:45It's easy to ignore the milestone of your first of anything in a game.
07:49Yeah.
07:49There's so much work that lays up to your first cutscene getting in the game.
07:52So many things have to work before that happens.
07:54Oops.
07:55Oh, you got hit by a rock.
07:56I thought you were a rabid squirrel.
07:57I hear more temporary dialogue.
07:59It is more temporary dialogue.
08:00Actually, I don't know if we're spoiling it.
08:02It's Ras' sister taunting in his older sister, which if you have...
08:05Do you have an older sister?
08:06Me?
08:07Yeah, too.
08:08Yeah.
08:08Okay.
08:09Yeah, that doesn't come from nowhere.
08:10Yeah.
08:12What is the worst thing your older sister ever did to you?
08:18Let's see.
08:19What else is there?
08:19Another exciting thing should we show off in here.
08:24I love the wall jump.
08:25The wall jump is great.
08:26You can jump.
08:29These are weird thermals.
08:32Let's get over there.
08:36What else is good?
08:36What is the big thing?
08:37Which thing?
08:37This thing is the spotlight.
08:39It's a big spotlight in front of the base for when they have movie openings.
08:45That would be scary to do in real life.
08:48This tree.
08:48Jumping to the end of a thing like that and then...
08:51Oh!
08:52Missed it.
08:53Because I was thinking of something I was going to say.
08:55It's one of the things we've been talking about in general, just our level design,
08:58is this concept of precarity, of like one of the things that makes a platformer work,
09:01is making it feel like you have a very, very long way to fall.
09:04That you've climbed a long way, and it's really dangerous, and you know,
09:08the action of jumping between two platforms that are a foot off the ground versus...
09:12...stakes.
09:13Yeah.
09:13Versus hundreds of feet off the ground climbing into this tree right up here.
09:18So that you're rewarded with another goat.
09:19What's up, goat?
09:19You must choose goat or a Zite Challenge marker.
09:21What's up, goat?
09:22Let's show off a little combat.
09:24Oh, sensors.
09:25What should we do to them?
09:25Burn them.
09:28Okay, let me grab a rock.
09:30Grab a rock.
09:31Grab a rock.
09:32Oh, shh.
09:32Oh my gosh.
09:33Can you paraglide over the fire, because it creates an updraft?
09:36Yeah, we're just going to add in everything that is in Zelda.
09:39Whatever, or Zelda or whatever the last game is I played.
09:42Let me go stand somewhere so we can talk about production updates.
09:45From somewhere that's pretty.
09:47There's a nice pretty spot.
09:49Right there.
09:49Okay.
09:50I don't know.
09:50That's a lot of great progress on the first playable.
09:53It is a solid foundation.
09:54It has informed kind of our metrics for a lot of the rest of the production.
09:58And was a super fun thing for the whole team to play.
10:01But it's kind of nostalgic playing this, because I feel like, you know,
10:04I'm playing a Psychonauts game again.
10:06Which, of course, is the goal.
10:11There's a lot of stuff to do.
10:12It's a very full experience right now.
10:15Like, everywhere you go there's like another path,
10:17which is kind of overwhelming.
10:19But I think it's good overall.
10:20So I'm trying to give it a little more.
10:22What the f*** was that?
10:24Yeah, actually.
10:25So I've usually just like looked at little bugs in like little corners.
10:28But this is the most hands-on.
10:30It's pretty fun actually, I'm not going to lie.
10:32It's not bad.
10:33I think having the Psychonauts music playing in the background helps.
10:38Yeah, it's pretty crazy to be playing a new level.
10:42because it's just, it's so many new people, you know,
10:45that haven't done most of this before.
10:48But then I remember that none of us had done it before either, you know,
10:51for the first game.
10:52So I think we'll pull it off.
10:56Yeah.
10:57That's awesome.
10:58And from now, we've got a lot of stuff going on.
11:01So basically the team working on the hub is sort of resting on this area for a while.
11:06And they're going to be working on all of those areas that look like big giant bricks.
11:10Because the whole outside hub for Psychonauts 2 is going to be quite large,
11:14plus the inside of the base.
11:16This is like the footprint of the hub.
11:18This is a lot of stuff to do.
11:20Yeah.
11:21But that's video games.
11:22You just take it one level at a time.
11:25We're probably going to compress all of this.
11:27This will probably stay roughly the same,
11:29but we might just push some stuff around a little bit.
11:32And meanwhile, we've been kicking off brains,
11:34which are in heavy, hot and heavy production right now.
11:37It's super hot.
11:38What do you think of the brains so far?
11:39They're really cool.
11:39Are you excited about the brains?
11:40Yeah.
11:40We're probably not going to show those for a while.
11:42They're too cool.
11:43Because they're secret and cool.
11:44We want you to discover them like Christmas morning when you play the game.
11:48Mm-hmm.
11:49The surprise is part of the super fun part of it.
11:51It's the twists and the turns.
11:53Yeah.
11:53Yeah.
11:53So, showing some of the outside world.
11:57The inside world.
11:58Yeah.
11:58It'll be secret for a little while longer.
12:00Yeah.
12:00But we've got a bunch of brains in development right now.
12:02Every new one we do is better than the last one.
12:05Oh, this looks so cool.
12:06Yeah.
12:07That is fantastic.
12:09But wait, there's more.
12:10So, this is the first test we did of that,
12:12which is like a 3D.
12:15Projected onto it.
12:17And we'll see where all that goes.
12:18It's like Waterloo times 10.
12:20This one.
12:21Yeah.
12:22I'd love to see that.
12:23Like, just head over to your desk.
12:24Yeah.
12:24And just see that.
12:25That's amazing.
12:27I love that.
12:28Yeah.
12:29So, really trying to push.
12:30Good stuff.
12:30On the levels having like super unique visual identity and some interesting gameplay schticks
12:35and change ups and things like that.
12:37Which I feel like we're starting to hit our stride on that after just like learning what it
12:41is to make a brain in Psychonauts again.
12:43So, that's good.
12:44And so, our first playable was the last really big milestone.
12:47And the one that we're doing next is more of a playthrough milestone.
12:51So, we're getting a whole bunch of the game up to what we call representative white box level.
12:56Which is not as good looking as this, but not as bad looking as the last time we showed this.
13:00So, you'll be writing all the cutscene scripts for that.
13:02And we'll get those stubbed in and we'll have all of the layout and gameplay in.
13:06And you'll actually be able to play through kind of the first third of the game.
13:11Which is great because sort of the goal is to get that whole thing up and running as soon as
13:14possible.
13:15So, we can actually do pacing editing and writing editing and sort of figure out what the whole thing feels
13:20and plays like.
13:21and not have that come together in the last months of production.
13:24Which is something that often can happen in games where you don't actually get to play your whole story
13:27or your whole gameplay until it's almost shipped.
13:31And then you're like, woo!
13:32Things we should have done different.
13:34So, we're going to have that done earlier.
13:36Well, that's awesome, Zach.
13:38Thank you for showing us all of that.
13:39And that's it for this update.
13:41Next time, we'll take a deeper look at something cool like characters.
13:45Characters. New characters.
13:46Awesome. New characters for the game.
13:47Thanks for watching.
13:48Thank you.
Commenti

Consigliato