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Un videodiario che racconta la creazione di Perfect Dark presso il team britannico Rare.
Trascrizione
00:00www.pogliothilte.inpropi.com
00:06So the team wanted to continue working on first person shooters
00:09and in this window of time
00:11they were debating
00:11hey yeah we'd like to do
00:13Tomorrow Never Dies
00:14you know the movie after Golden Eye
00:16I was like that'd be cool
00:17some of the features that the team
00:18thought that they wanted
00:20didn't make sense in the Bond universe
00:22primarily they wanted the secondary functions
00:24for all the weapons
00:25they also wanted to be a female
00:28and they wanted to tell a story
00:29che era un'alliata che era un'alliata.
00:32Alonga un'altra parte
00:33e si arriva in un negozio di bid war.
00:36Si è stato outbidato,
00:37un'ottimamente outbidato.
00:38Si è stato fatto bene,
00:39abbiamo fatto questo,
00:41abbiamo fatto questo,
00:41abbiamo fatto questo,
00:41abbiamo fatto questo,
00:42abbiamo fatto in 2020.
00:44Abbiamo quasi arrivato.
00:46Qui sono i nostri cari?
00:47Qui sono i nostri cari?
00:48Qui sono i nostri cari?
00:49Qui sono i nostri cari?
00:49E' quello che è stato fatto
00:50a fare il Perfect Dark.
00:54Quando abbiamo finito GoldenEye
00:56e abbiamo pensato di cosa fare next,
00:58c'era un'idea che vogliamo fare un'alliata
01:01sull'alliata,
01:02e tutto ciò di tutto,
01:03ma stiamo in un'alliata
01:04in un'alliata.
01:04Quindi siamo chiamati
01:05come l'alliata dell'alliata
01:06prima che siamo diventati
01:08il PD.
01:08Abbiamo abbastanza di James Bond,
01:11che è proprio una cosa davvero
01:12di direzione.
01:13I credo che
01:14la gente stava cercando
01:15a fare qualcosa
01:16di un'alliata
01:17in un'alliata
01:18ma in un'alliata.
01:19La gente è piaciuta
01:20per la possibilità
01:22di creare
01:25un'alliata
01:25un'alliata
01:25e una storia
01:26in un'alliata
01:30in un'alliata
01:54in un'alliata
02:04in un'alliata
02:23e un'alliata
02:52in un'alliata
02:53in un'alliata
02:53in un'alliata
02:54in un'alliata
02:57in un'alliata
03:23in un'alliata
03:24in un'alliata
03:25in un'alliata
03:26in un'alliata
03:28in un'alliata
03:29in un'alliata
03:32in un'alliata
03:59in un'alliata
04:00in un'alliata
04:29in un'alliata
04:30in un'alliata
04:32in un'alliata
04:39in un'alliata
04:58in un'alliata
04:59in un'alliata
05:28in un'alliata
05:29in un'alliata
05:30in un'alliata
05:32in un'alliata
05:34in un'alliata
06:00in un'alliata
06:01in un'alliata
06:01in un'alliata
06:03in un'alliata
06:04in un'alliata
06:04in un'alliata
06:05in un'alliata
06:07in un'alliata
06:08in un'alliata
06:09in un'alliata
06:10in un'alliata
06:11in un'alliata
06:13in un'alliata
06:13in un'alliata
06:15in un'alliata
06:17in un'alliata
06:18in un'alliata
06:18in un'alliata
06:19in un'alliata
06:20in un'alliata
06:21in un'alliata
06:21in un'alliata
06:22in un'alliata
06:24in un'alliata
06:24in un'alliata
06:25in un'alliata
06:25in un'alliata
06:27per fare queste cose, e per letti creare in un'intera non...
06:34...e' un'interazione, un'interazione, un'interazione di più,
06:37e è pronto quando è già pronto.
06:41Abbiamo un nuovo sistema di motion capture,
06:43che ha avuto il full walk cycle,
06:45e che era usato durante Perfect Dark.
06:48Abbiamo usato Duncan per le Dio Anna Dark sequenze,
06:52e abbiamo dato un paio di gioco,
06:53che si è arrivato come una gira.
06:55Yes, I did try wearing high heels
07:00That's not a good memory
07:02And it wasn't a good result either
07:05We would say, okay, I've got so many gunshots or reactions to do
07:09Now the thing with a reaction is, it is a reaction
07:12You can't know it's coming
07:14So to make everyone look real
07:16Essentially I would spend the afternoon torturing Duncan
07:20Yes, let's get Duncan in the suit again
07:21Let's go and hit him a few times and push him over
07:24This generally speaking involved me either prodding him with a stick
07:28So if he got shot in the shoulder I would prod him
07:30So he would have to move
07:31Or the best one, my particular favourite
07:33So when he got shot or hit by an explosion he'd have to move backwards
07:36We would actually tie something around his waist
07:39And then maybe give him a countdown
07:41So he could get an idea of when he was going to get yanked backwards
07:44And then yank him backwards on the count of one
07:46Instead of the count of three
07:47Just so that he had no idea
07:49That he was about to die horribly and get flung across the room
07:54When it came to PD we suddenly had more animators
07:57John Mummery came on board
07:59John was amazing at this stuff
08:01And he really started this sort of cutscene culture
08:03And he directed most of the scenes he was doing
08:06And just did a brilliant job with that stuff
08:08On the technical side what we really wanted to do
08:10Is just keep going with the same engine
08:12And then just add a few improvements
08:15Around the edges so to speak
08:17Because that would allow the rest of the team
08:19To just keep working with the same engine
08:21And just hit the ground running
08:22But then we started to explore face mapping
08:25And I was using the Gameboy camera
08:26To map any player's face onto any character in the game
08:30And that was like really cutting edge stuff at the time
08:33Which never ended up in the final game unfortunately
08:37We had no degree of control of what people would take pictures of
08:40Or who they would take pictures of
08:41And how they would use them
08:43It was probably the right decision at the time unfortunately
08:49I believe honestly you know GoldenEye
08:51One of the best games ever made
08:52But Perfect Dark was intentional
08:53That team understood why four player split screen was awesome
08:56And so a lot of focus was put into
08:59Let's really make the definitive first person shooter for console
09:04I think the star of the show is probably the multiplayer though
09:08Because that's where people play and come back
09:10Much like GoldenEye
09:11They come for the single player and stay for the multiplayer
09:13You know let's have very intentional weapon loadouts
09:17With secondary functions
09:18And those were thought of as a matrix
09:20If you have a laptop gun here's how you beat it
09:23If you have the Farsight here's how you beat it
09:25With different weapons and different loadouts
09:27Being sort of tactical choices to be made
09:30Of how you beat a particular player
09:32There were some super innovative game modes
09:35In the original Perfect Dark
09:36Even more in Perfect Dark Zero
09:38Obviously the way you could control the bots
09:40You know it's like hey if there's only one person
09:43How do you play multiplayer
09:45Let's put in the simulants
09:47The AIs have personalities you can set
09:50You can have a Venge Sim
09:52I think it is
09:53Who will chase you down if you kill it
09:55Giving them different personalities
09:56Or different ways that they act
09:58Just makes it more interesting for the player
10:00Also again from day one
10:01Not only thought about multiplayer for deathmatch
10:04But co-op for the single player
10:06The frame rate wasn't particularly good in normal single player
10:09It was really just looking for a way to add to the single player experience
10:14You know what if you could play co-op but you were the enemy
10:17You could jump into the nearest body of an enemy
10:21And try and take out your friend who was playing as Joe
10:24You had whatever weapon that guy had plus a suicide pill
10:28Until we got the suicide pill in there it was a bit of a damn squib
10:31So yeah the suicide pill became important
10:33Because it enabled you to get back into the action
10:36Asynchronous multiplayer is a cool thing
10:38Literally you're playing the campaign
10:39And I'm going to jump between enemy bodies
10:41And try and ruin your day
10:42Nothing like it
10:46We just kept the engine and the core of it the same
10:49And just thought what else can we add to this
10:52And yeah we probably got a bit carried away
10:54As we started the project we kept adding new features
10:58Making it so that you can shoot out light
11:00Bigger environments and more textures and that kind of thing
11:04It just became clear that we weren't going to be able to fit that into the four megabytes that we
11:11had
11:12And we basically just put in too much stuff
11:15By the time we ended up with a game
11:18We were using up all of the debug
11:20Extra debug memory on the debug consoles
11:24And we found ourselves then unable to get the game to run in the normal amount of memory
11:29We weren't able to optimize it and get it to fit back in
11:33So around about that time there was a RAM pack for the Nintendo 64
11:39Which basically extended the amount of memory that it had
11:43The RAM pack was more of a necessity than a deliberate decision
11:47To really play it with all the features you had to have the expansion RAM
11:50You also needed the RAM really to play co-op
11:54It wouldn't have run with the regular split-screen mode
11:57We knew that when you play four player split-screen in GoldenEye
12:00You're in a 160 by 120 resolution window
12:03It's kind of muddy
12:04So we figured that hey with the extra memory we might be able to go all the way up to
12:08480i
12:14So it sold 2 million, more than 2 million I think
12:18So it's possible that releasing only with the RAM pack did affect sales
12:22But we ended up selling millions of expansion RAM
12:24So in the end it's hard to say whether it was a disadvantage or not
12:29With GoldenEye it was a bit of a slow burn
12:31So when Perfect Dark came out there was a bit of a different reaction
12:34Because all of a sudden it was like
12:35From the people that bought you GoldenEye
12:37And it was a much anticipated game
12:39People were expecting it
12:41And we kind of fulfilled everything that we need to
12:43And thank God because it was called Perfect
12:45We ended up selling dramatically more than initial load-in and initial forecast
12:50So Perfect Dark did great
12:51People in general were talking in positive terms
12:53About both GoldenEye and Perfect Dark
12:55Long after I thought they would stop
13:03Good night Miss Dark
13:14And you can find much more making of material in Rare Replay
13:18Plus a good bunch of bonus features here on our channel
13:22Like the making of Grabbed by the Ghoulies
13:24And 5 things you didn't know about Blast Call
13:26You don't even have to break in to get it
13:30We don't need different things
13:30A bit of bad
13:30Let's get it
13:30Thanks for watching
13:30Back
13:31Back
13:31Grazie a tutti.
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