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  • 2 giorni fa
Una particolare videointervista tra Katsuhiro Harada e Jason Vandenberghe su For Honor.
Trascrizione
00:07Grazie a tutti.
00:30Qu'è un po' una cosa che immaginare?
00:32Lo che io ho ho pensato molto attivo
00:34E' un po' di tutto i più iniziato
00:37Il senso di una ruota di piacere
00:39Il senso di un'occhio per il gioco
00:43Qu'è un'occhio per il gioco?
00:48Bisogna anche il gioco
00:48Qu'è molto il gioco
00:50Il gioco il gioco
00:50Il gioco il gioco
00:52Ma non si chiama
00:55Iniziamo molto molto azz'altro
00:56è molto impressionante.
01:26I have to watch this guy because this one's really dangerous, so I'm very happy to hear you say that.
01:56I thought I was going to say that it's difficult, but I thought I was going to say that it's
02:00difficult.
02:00I thought I was going to show you the indicator that I was able to do so.
02:05When I saw that, I thought that the reading is going to be completed.
02:09I thought that the reading is going to be completed.
02:11I knew everything that was fixed in the timing.
02:17From the beginning, we knew that we knew that.
02:20I mean, fighting games have this incredible,
02:27base of theory underneath them.
02:29I mean, I don't have to tell you.
02:32You guys know, right?
02:33You know this theory, right?
02:35About Yomi and about the layers of prediction and all of this.
02:39And we knew that that existed.
02:41I have worked with that before.
02:42And so we knew when we began that that was going to be part of our solution,
02:48that we were going to include that loop, that sort of mind-reading loop,
02:54in the core of the fighting game.
02:57In fighters, that side-on camera, that 2D camera, gives you perfect information, right?
03:03It gives you, you and your enemy have the same information.
03:07And so the game is fair.
03:08This camera, it's not perfect, right?
03:12It's not perfect information.
03:13And so we needed to compensate for that, right?
03:15We needed to be sure that the game was fair for it to feel that way.
03:18So it was, from the very beginning, it was going to be that way.
03:22I think it was…
03:23I think it was a…
03:24…I think I was kind of the same as as the battle game,
03:29and I was also kind of like the fight game,
03:32but if I could fight against the fighting side,
03:33compared to the bots you know,
03:36especially when you started with a duel together.
03:37Again, we had a lot of really, but I thought it was maybe the way that we reached a duel.
03:41It was a pretty good punch.
03:46e il suo lavoro molto bene.
03:49Il suo lavoro è stato un giusto, ma non è stato un giusto.
03:52E poi, non mi sembrava,
03:55non mi sembrava,
03:57ma non mi sembrava.
04:01Quindi,
04:01ora mi parla di parlare,
04:03se la questa domanda,
04:05se la questa domanda,
04:06se la questa domanda,
04:07non mi sembrava non parlare.
04:11E' la mia stessa,
04:12...
04:42Non è solo ma per me, perché a uscaldi, a uscaldi, ad uscaldi,
04:48a uscaldi che sentiamo attrappare un po' più divertimento.
04:52E' anche a uscaldi che sentiamo attrappare un po' più dolori,
04:58quando sentiamo attrappare un po' più pescaldi,
05:00mi ha detto che sia un po' più importante.
05:07E' da me, ovviamente, il nostro corso è la stessa.
05:10Perché è vero.
05:12It's just a fact, the most important thing is, does that controller, you know, or the keyboard, does that device
05:20trigger in you the belief that you're doing this thing?
05:24And for that to happen, right, you have to do all this work, right, to make that animation snap and
05:32to make that impact hit, right, and all the stuff you do with the camera and the effects and all
05:37that work to make that blow land.
05:40It's a huge amount of labor and work, right.
05:43We absolutely put the most time and energy into that connection, that immediacy between the player and their character on
05:54screen.
05:57Absolutely, thank you.
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