00:00www.shadowofthebeast.com
00:13www.shadowofthebeast.com
00:14www.shadowofthebeast.com
00:14With Shadow of the Beast hopefully we're giving players
00:16an incredible world to explore something incredibly beautiful
00:19alongside a really interesting combat system
00:24where your skill is paramount to success.
00:29Shadow of the Beast is based on a game that I played
00:32when I was a kid and it's stuck with me ever since
00:34so this game is very much building on that legacy.
00:38I was very much a hardcore player at the time, I liked tough games
00:42and I was quite young and able to take on tough game challenges
00:46and I used to get frustrated if a game was too easy
00:49so I suppose it's only natural that any game that I designed
00:52and was in charge of tuning the difficulty would end up being difficult,
00:55I mean too difficult to be fair.
00:57I'd never seen anything like it before
00:59it was like seeing this incredible alien world, there's haunting music
01:04all of this coming together and it was the first game that walked away with me
01:11once I'd stopped playing it.
01:13The look and the feel of the game, there's two aspects to it
01:16first of all was the pure art style of it
01:18and that was probably just because I was a real fan of Roger Dean
01:22I just loved that style, that fantasy style of artwork
01:26but in terms of the look and the feel and how smooth all the graphics were in the game
01:30that was very much from the arcade
01:31because the arcade games at the time everything ran in 60 frames a second
01:35and all the games on home computer games rarely did.
01:40My name's Roger Dean, up until I started working for Psygnosis
01:46people mostly knew me from my work doing album covers
01:50when I started working with Psygnosis
01:53is they were making interactive movies
01:55and so I thought, wow, you know, that's an idea to get your head around
02:00I like the idea of designing things that could be built
02:03that was the basic thing for me, whatever it was, you know
02:07there had to be something there that was convincing from an engineering point of view
02:13It's nice to see the team built up of people who were genuinely excited about the original game
02:18when they played it and wanting to take it forward with a new enthusiasm
02:22and finding new angles and new parts of the story that I hadn't thought of at the time
02:27It's great that it's coming back
02:29and I think it, you know, when people make remakes of films
02:32you can think, why did they bother? The old one was so good
02:35but in this case, the technology gives you the reason to do it again
02:40We've put in several easter eggs that allow you little moments
02:45where you can experience parts of the old game
02:49I don't know how far to go with it giving away the secrets we're putting in
02:53but again, they're hopefully there for people to discover and enjoy
02:57We know that this is really important to people and it's important to us too
03:05But if you really want to get into it, you're going to have to play it on beast difficulty
03:10and that's quite brutal
03:20For the players
03:22For the players
03:26for the players
03:26like, they do
03:26we have to all the players
03:27and we're going to have to do them
03:27You can see, look at the top of the players
03:27the players
03:27they do
03:27they do
03:28they do
03:28they do
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