00:00PEGI 18
00:30Per me, it was really, really different.
00:33It's closer to the equator, there's more vegetation, it's more of a blended culture.
00:38The atmosphere is way more dense.
00:41It's based on a photo trip I did in Long Beach, Los Angeles.
00:46Well, that sunset, the sun makes the atmosphere coming really thick.
00:50The sun is super weird.
00:52As we talk about the dances, the foods, the songs, the different weather,
00:56how wealthy people would go taking the sun on the beach to sort of cure their maladies.
01:01One of the things we also talked about was the demographic of where the various people came from.
01:05It's really important to build the history of a city.
01:08So we started two centuries before the action takes place.
01:12In my imagination, there were natives on this island.
01:16And then I imagine a wave of settlers from Morley,
01:18which is an island that we never visited in this island.
01:21These are these tall, long guys. They are bulky.
01:24They started a small village with the natives.
01:26We decided to bring some people from Bristol, from Dunwall.
01:30They split the island into making a huge canal.
01:33It was making a direct link to Dunwall.
01:36That means people from different countries working together, fighting together.
01:41It was a nice setup for the story of the game.
01:44So we were done with the shape, the long mass around the city.
01:48It was time to bring this industrial flavor that everyone was in love with in Disneyland 1.
01:53I was pushing to have something really unique.
01:57So that's why we have this giant peak.
01:59What if we have wind that goes through this giant peak and have shaped a wind corridor?
02:05My first idea was to set up silver quarries there.
02:08And what if we put a district there where people suffer?
02:11Imagine how they think and how they survive in this district that brought a lot of different structures like the
02:19windbreaker,
02:20the way the blocks in the district are shaped in diamond shape to funnel the wind, to break the wind.
02:25The giant mills, it ends up with something really, really cool story-wise and visually.
02:30We've focused a lot more on verticality.
02:33When you travel to Karnaca in Dishonored 2, you'll see the contrast on the rooftops.
02:39There are far fewer of A-frame roofs and instead you have a flatter rooftop.
02:43Obviously it has gameplay ramifications.
02:45It adds so much freedom to the original experience.
02:48Now you can access the roof in blink, in the balconies, or you can take the stairs, or you can
02:55climb on the light poles.
02:57The fact that you have more space to play in, I think it's a good thing.
03:01One thing that I like to think about Dishonored 2, and Dishonored in general, is that some people have labeled
03:07it as a stealth game, an action game.
03:09But I think it's even more than that, it has some element of an exploration game.
03:14It's not only about the fighting, it's not only about the sneaking, it's also about discovering the space,
03:20slowly getting your bearings, orienting yourself in the city, understanding how it works,
03:25how the people there live, how they react, different factions.
03:31The fact that there are neutral factions also allows the player to explore without fearing to be attacked,
03:38which is a good thing because the artist has done such great objects, totally typical to Dishonored.
03:45At Arkane, we focus a lot on the really small details in the world.
03:49You can sneak into an apartment and review what's there.
03:53For example, the typewriter that everyone is loving, people really love when it's functional.
03:58And now, if you play Spacebar, you hear the sound, you see it moving.
04:02We design each object so they can be built in real life.
04:06I really think that returning fans and new players will be blown away by the richness of this new city
04:12and this world 15 years later.
04:23So thank you so much.
04:23Grazie.
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