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01:08Are you a knight? Are you a viking? Are you a samurai?
01:10Letting you discover what your inner warrior is like
01:13Because that's the whole purpose
01:15When a person picks up a weapon
01:17They become a warrior
01:19So we want to create that experience
01:21In a video game context
01:23When I say knight, viking or samurai
01:24I'm not asking you what your favorite is
01:26I'm asking you what you value.
01:28People who answer samurai tend to value skill, mastery, honor, right?
01:35People who value vikings tend to value freedom and expression and enthusiasm and celebration, right?
01:41And people who choose knights tend to value culture and defense and sort of nobility and like the sort of
01:47codes, that sort of stuff, right?
01:49So it really is this statement about what do you believe in, right?
01:52Which is just incredibly powerful.
01:54So that's the basis of the whole thing.
01:59First, we had a team.
02:02We had a very strong team, the Fox team, who had been building some, you know, experience on fighting systems
02:11and fighting game.
02:13And then we got Jason Vandenberg.
02:16Jason had this game within himself.
02:21Everything started three years ago now.
02:24It's going fast.
02:26When I met Jason, and at the time he was talking to me about the game that he dreamed to
02:33produce.
02:34And he was like, but I didn't find a team to do it.
02:37I was like, okay, maybe I know a team that can achieve it.
02:41I was at the time with a group of around 12 developers.
02:45And we sat with Jason and we explored that idea.
02:48And from that 12 core people, we had another 12 to work on the pipelines.
02:55And you can see now with the three years later where more than 150 people continue building over that foundations,
03:04but the foundation is pure.
03:06We have a lot of veterans who came back either to Ubisoft or in production to work on that game.
03:12I, for myself, was presented that project over two years ago by Jason when they were recruiting a brand director
03:18for the game because I was helping out for the recruitment.
03:21And halfway through, I told the guy, you can go now.
03:23I'm going to take the job.
03:24At the time, I was joking.
03:26But six months later, I was joining the team.
03:29So it's very diverse, but it's passion unites us.
03:44The entire focus of the development on this one has been built around a breakthrough in the control scheme.
03:51The way that it works is very simple.
03:53Your left stick drives your character around, then you lock on with a Zelda-style lock on the trigger.
03:58And when you lock on, your right stick gives you control of your stances.
04:01Right, left, and top stances.
04:03And that actually moves the position of your sword.
04:05We just want you to have the emotions of combat and feel like you are really holding that weapon and
04:10that you're really dueling against the other person.
04:13The most important thing to accomplish there is to get you looking at your enemy's stance and be thinking about
04:17what they're doing and trying to guess and anticipating what they're doing.
04:20These mechanics make that happen.
04:21What is really unique about Forerunner is that core fighting experience.
04:27It's not a broader experience.
04:30It's not button mashing.
04:31It's not also a fighter experience where you have to memorize all the possible combos and moves of your opponent.
04:38It's something really in between.
04:39It's something that feels and plays really close to the kind of emotion that you will have if you're actually
04:46fighting.
04:47There is no game like that.
04:50So it's not like we are doing another fighting game.
04:55It's like we are creating something from scratch that people don't expect.
04:59But suddenly, as soon as they put their hands on the pad, they say, this is the game I always
05:05wanted to play, but I couldn't imagine it.
05:07I couldn't think of that game before.
05:11Ubisoft has finally cracked sword fighting.
05:15That's what I'd like to see.
05:16I'd like to see this is the sword fighting game we've always wanted because I think that's what we set
05:20out to build.
05:23That's what we set out to build.
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