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Un primo videodiario per Just Cause 3 si concentra sul personaggio di Rico.
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00:00Peggy 18
00:40I want to say he's a badass, angry, crazy, anti-hero-ish, sort of, but he wants to do the
00:54right thing, but he has crazy ways of doing it, and so for us in this project, specifically, Riko, is
00:59a great idea of how he's going to do the right thing, but he has crazy ways of doing it,
00:59and so for us in this project, specifically, Riko, is a great idea of how he's going to do it.
00:59Riko is the savior coming back to retake his home.
01:04We took Riko from where he was, and we wanted to do a progression of the story. What would Riko
01:09do that would be after what happened at Penal, and so we kind of brought him home.
01:14In the first game, he was more of a mumbling idiot, and we did that deliberately, actually. We did want
01:19to tone down his persona and let the world be the character, and that's sort of been the character of
01:26the Just Cause games until now.
01:29He's gotten older, he's got his scars from all his years in Penal and San Espirito, and we wanted to
01:38give him that background. What would it be like if you were a person who had set off a nuke
01:43twice?
01:46Seems a pretty intense thing for a single person to have done freeing a nation from a dictator.
01:52That's our core development within Riko, is to give him that real grounding.
01:57We looked at Riko, obviously, we did all the graphic stuff that we wanted to do.
02:01We improved the amount of triangles that we used for him, the number of poly counts, and updated everything from
02:08his hair to his beard to his outfit, and all the little things that we can animate on him.
02:15We probably have over 2,500 animations now for a single character, but he's a complex character. He can do
02:22anything, anytime, and we wanted to ensure that responsiveness was still a part of that.
02:28I pull the trigger, I'm always shooting, no matter what state I'm in. What it means is you get this
02:33perfectly fluid experience through the world.
02:37We definitely wanted to bring a sense of groundedness and physicality to Riko. We wanted to give him real weight
02:44in what he was doing, in terms of the animation tech that we developed, and also the animations.
02:49And we're using real motion capture now, which was really a big step up in terms of the projects.
02:56But what we didn't want to lose was the responsiveness. We didn't want to lose his ability to do things
03:02quickly, move quickly.
03:04And so it was a big challenge to try to use really high fidelity animation and motion capture, but still
03:11kind of keep it true to the responsiveness that the fans really care about.
03:15The first thing that we did was we took a look at Just Cause 2, saw what was really strong,
03:19the grappling, the parachute, all that type of stuff.
03:21Retained what was really, really cool and core about them, and then tried to figure out, okay, where are our
03:26holes now, right?
03:27And what we determined is that the wingsuit was a great opportunity for us, right?
03:31There's about a million different ways you could do a wingsuit in a game, but what we had to figure
03:35out is, how do we get that working really well with the existing mechanics that we have?
03:39Just like you could slingshot your way through the world with the grappling hook and the parachute in JC2, you
03:47can still use the grappling hook while you're in the wingsuit.
03:51So this is a more fast-paced state for Rico. You can use your grapple to grapple anything in the
04:00world, change your direction, go underneath tunnels, between buses, I mean, pretty much anything.
04:08I'm not sure there's a crisp verbal explanation of why it's so great to use the wingsuit, but it's one
04:14of those things where I think once you hold it in your hands and you kind of have this mental
04:17mapping of,
04:18oh, it's generally going forward and being able to mix that together, kind of creating velocity and being able to
04:24use those velocities to create a parachute that has a nice little sequence.
04:27All that stuff just works really nicely together. That was just a bunch of hundreds of iterations on the wingsuit
04:33and parachute and all that stuff together.
04:35The parachute now allows us to shoot every weapon and transition out of it, reel back in and out of
04:41it, but gives Rico a whole nother toolset for combat.
04:45The game gets easier when you do crazier things. We upgraded his grapple hook so the grapple hook looks cool
04:53and sleek and has a bit more of a modern feel to it.
04:56We also have some cool stuff for the dual tether, right, with a grappling hook where you get to kind
05:00of tether things together.
05:01First, we took a lot of inspiration from the modding community. We let you have more tethers and it turns
05:06out they're absolutely right, like they usually are.
05:08And it is more fun to be able to have more than one tether.
05:11One of the things we wanted to make sure was moving around the world in a very vertical world in
05:17this playground had to be amusing.
05:20A lot of games do an open world, but then it can be a little tedious and after a while
05:25you just start jumping around using fast travel.
05:28We wanted to try to create an experience where just moving to the other position was fun.
05:32That piece of picking up a controller and just having an enormous amount of fun is why we're all in
05:38this business to start with.
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