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  • 11 ore fa
Un videodiario sulle origini di For Honor dalla GamesCom 2015.
Trascrizione
00:00PEGI 18
00:36e
00:36This game is about the sort of love of combat and the love of martial combat in particular.
00:43I have always believed, I have this deep belief actually, that combat is an art form.
00:47It's a brand new experience where you will finally live the true emotion of being behind a weapon in a
00:55close-quarter combat.
01:08Are you a knight? Are you a viking? Are you a samurai?
01:11Let you discover what your inner warrior is like because that's the whole purpose.
01:16When a person picks up a weapon, they become a warrior.
01:21So we want to create that experience in a video game context.
01:24When I say knight, viking or samurai, I'm not asking you what your favorite is.
01:27I'm asking you what you value.
01:29People who answer samurai tend to value skill, mastery, honor, right?
01:36People who value viking tend to value freedom and expression and enthusiasm and celebration, right?
01:42And people who choose knights tend to value culture and defense and sort of nobility
01:47and like the sort of codes, that sort of stuff, right?
01:50So it really is this statement about what do you believe in, right?
01:53Which is just incredibly powerful. So that's the basis of the whole thing.
02:00First, we had a team. We had a very strong team, the Fox team, who had been building some, you
02:09know, experience on fighting systems and fighting game.
02:13And then we got Jason Vandenberg. Jason had this game within himself.
02:22Everything started three years ago now. It's going fast. When I met Jason.
02:28And at the time he was talking to me about the game that he dreamed to produce.
02:35And he was like, but I didn't find a team to do it.
02:38And I was like, okay, maybe I know a team that can achieve it.
02:42I was at the time with a group of around 12 developers.
02:45And we sat with Jason and we explored that idea. And from that 12 core people, we had another 12
02:54to work on the pipelines.
02:56And you can see now with three years later where more than 150 people continue building over that foundations.
03:05But the foundation is pure.
03:07We have a lot of veterans who came back either to Ubisoft or in production to work on that game.
03:13I for myself was presented that project over two years ago by Jason.
03:17When they were recruiting a brand director for the game, because I was helping out for the recruitment.
03:22And halfway through, I told the guy, you can go now, I'm going to take the job.
03:25At the time I was joking, but six months later, I was joining the team.
03:29So it's very diverse, but it's passion unites us.
03:45The entire focus of the development on this one has been built around a breakthrough in the control scheme.
03:52And the way that it works is very simple.
03:54You just have your left stick drives your character around.
03:56Then 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.
04:02Right, left and top stances.
04:04And that actually moves the position of your sword.
04:06We just want you to have the emotions of combat and feel like you are really holding that weapon.
04:11And that you're really dueling against the other person.
04:14The most important thing to accomplish there is to get you looking at your enemy's stance.
04:17And be thinking about what they're doing and trying to guess and anticipating what they're doing.
04:21These mechanics make that happen.
04:22What is really unique about Forerunner is that core fighting experience.
04:28It's not a broader experience. It's not button mashing.
04:32It's not also a fighter experience where you have to memorize all the possible combos and moves of your opponent.
04:39It's something really in between.
04:40It's something that feels and plays really close to the kind of emotion that you will have if you are
04:47actually fighting.
04:48There is no game like that. So 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.
05:00But suddenly, as soon as they put their hands on the pad, they say,
05:04This is the game I always wanted to play, but I couldn't imagine it. I couldn't think of that game
05:11before.
05:12Ubisoft has finally cracked sword fighting. That's what I'd like to see.
05:17I'd like to see this is the sword fighting game we've always wanted.
05:20Because I think that's what we set out to build.
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