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01:18I mean you're trying to kill some guy with an accident wearing somebody's clothes
01:23that's bound to be funny in some way.
01:28And the location also helps with the subject content
01:34in that it provides its character itself, Paris in particular is a character
01:39a beautiful romantic sort of backdrop
01:44while 47's going on about his business he's doing it in this very panoramic
01:51beautiful environment, this great setting.
01:55As artists we're always striving to do the best that we can
02:00and as technology game engines are becoming ever more realistic
02:07I wouldn't say it's getting easier to achieve the looks
02:11but it's getting certainly more difficult to sort of fool the audience
02:19that this is actually reality now and not a video game
02:22and that's what in some ways what we're trying to do with the visuals
02:25is sell the whole, the conceit that this is happening for real somewhere.
02:39Michael often comes, well he comes up with the story first
02:42but sometimes I might have an idea for a location
02:47as might the creative director or the game director
02:49and Michael will then work it into the narrative
02:54sometimes it's a case of just finding somewhere where video games have never been before
03:00as we mentioned earlier that 47 spent a lot of time in the US in the past two games
03:07we're trying to broaden his horizons now
03:10and take him to some more exotic locations and some visually spectacular places
03:17and exotic events as well like the Paris fashion show
03:23I mean that is in a way the quintessential Hitman location
03:27because it's a big crowd, it's stylish, it's like first world elite sort of thing
03:35it's glamorous
03:37and with exotic environments and locations come exotic culture and people
03:45and it's really exciting to see this stuff on the screen
03:49trying to break away from the normal stuff that we're used to seeing in video games
03:56but I think the process is very flexible in a way
04:01I mean if you come up with a location
04:03I can almost certainly come up with a storyline for it
04:06because we try and keep our missions
04:09they might be tied to an overarching story
04:13but they are also independent
04:15you can enjoy them on their own
04:16so it's really a matter of
04:18I guess no matter what you said
04:20like a submarine or something
04:22you can probably come up with something that made sense
04:24it's very flexible that way
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