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Trailer dell'E3 2016 di Battlezone, di Rebellion.
Trascrizione
00:00www.e3.com.info
00:04Questa volta a l'anno, l'anno 2015,
00:06abbiamo parlato, per la prima volta,
00:09Battlezone su PlayStation VR.
00:11Questa volta, un anno dopo,
00:13abbiamo avuto molto più di lavoro,
00:15abbiamo avuto un tono di cose excitingi
00:17e siamo molto interessati a ascoltare il feedback.
00:35La finale è stata molto sc resfitta.
00:36Il look area ha crescendo molto
00:37sul che a volte ho visto.
00:38È ancora faccette, è ancora più veloce.
00:41Però ha più frattura, più fissure, più dettagli,
00:43più effetti, più profondamente più riferai.
00:45Abbiamo un rapporto retro, ma vogliamo
00:47in modo generale,
00:49pure moderni possono gestire e tecniche.
00:52So, l'anno ultimo demo,
00:53il cockpit è natale re-saug了 totalmente.
00:56Questa è stato più tangibile, più believare,
00:59with realistic sized and scaled elements to it,
01:02but above and beyond anything it has to support the HUD,
01:05the visual HUD that the player is looking at,
01:06so very much it kind of works like wallpaper,
01:09there's a lot of things you'll look at,
01:10but actually once you're playing the game
01:12you'll focus on the things that are giving you information.
01:14This time around we've really made it much more state of the art,
01:17it's more spacious, we've got more screens,
01:19more detail on the screens,
01:21we've opened up the views so you've got a much better view
01:23outside of your cockpit as well,
01:25so all in all you're feeling like you're driving the most badass tank now.
01:37So actually one of the things that we did kind of improve that,
01:40I thought it was critical from feedback from the first to the second demo
01:44was actually adding the controller being rendered in the game,
01:48which is something that we got feedback from people who use VR
01:51but they haven't really played games previously that much.
01:55They couldn't really see the buttons in the controller
01:58and they didn't understand which one was doing what kind of missions,
02:01so rendering the controller on the screen,
02:04being able to see it as you are in the VR headset
02:07and allowing the player to know which buttons perform what functions
02:11were really, really important.
02:13I think it actually looks really cool as well in the game.
02:15I think that one of the new kind of enemies that we added to the second demo
02:21that made a big difference was the hopper,
02:23which is this kind of flying, nimble kind of enemy.
02:26Interesting for the people who are 2000 AD fans,
02:30the hoppers are derived from a design in Rogue Trooper,
02:34the Rogue Trooper series,
02:35and that's why we call them hoppers,
02:37because they're sort of taken out of that comic book series.
02:39So the hoppers are there to require the player to switch their attention
02:45between things which are literally flying over their head,
02:47attacking them from above, as well as to the side.
02:50The natural way that you glance from side to side,
02:54quickly assess where the threats are,
02:57and then focus on the most important,
02:58that's one of the ways in which Battlezone
03:00is exploiting what VR can do in gameplay terms.
03:04The two main weapons that we offer to the player are essentially the same,
03:07although the machine gun is more sophisticated now
03:11in that it's using actual ballistics for its missiles,
03:15whereas previously it was just using line of sight impact effects.
03:18So it's a lot more satisfying and fun and physical to use,
03:22but probably the most obvious big change
03:24or new thing we've added is the EMP weapon,
03:27which at the end of the demo you have to use it
03:31to obliterate everything in the environment
03:33and bring it crashing to the ground.
03:38Environmental variability is really important.
03:40So we've created landscape types
03:43and the game takes place in lots of different types of landscape.
03:48They're broadly sort of cyber looking
03:50and they riff off the sort of cyber world,
03:53Tron world, original Battlezone world quite well.
03:57This is a really cutting edge technology,
03:59not many companies have it,
04:00there are no games out there that we can go to
04:02and look at and compare,
04:03and this is the benchmark and we need to be here.
04:05We see a lot of stuff in isolation.
04:07The press get to see a lot of other people's games
04:09and they're kind of like the first people
04:11who can actually gauge VR games against other VR games
04:15and we're coming out really positive.
04:16So that kind of really, you know, heartens us
04:19and makes us feel like we're doing something right, something positive.
04:22VR is a way of us showing a video game
04:25and that video game's got to be good
04:27and it will be good in 2D or 3D or VR or whatever type of game.
04:33That's the idea.
04:33We don't want to make a game that's a gimmick.
04:36It's a really good VR experience and really exciting,
04:39but Rebellion is set up to make great games
04:42and this is a great game.
04:59You made it.
05:02Well done.
05:14So, you make the game.
05:14Watch out if you're wise.
05:15I'm going to leave something on my screen.
05:15I'm going to leave something here
05:15if I want to show you some guys that you're not giving me.
05:15Yeah, I'm going to leave something else.
05:15Yeah, that's all.
05:15So, you aren't going to be selling and they're like,
05:16I'm going to be selling something on your screen.
05:17Grazie a tutti.
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