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Un nuovo videodiario su Everybody's Gone to the Rapture.
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00:17Hello my friends and welcome back to PlayStation Underground
00:20I am joined by Tom from the Chinese Room
00:22We are playing Everybody's Gone to the Rapture
00:25Tom, I could think of
00:26no better way to get started than to just have
00:28you take us into this game. No problem
00:29Thank you for joining us by the way. Oh, pleasure
00:31So
00:34Everybody's Gone to the Rapture
00:35is a game about
00:38the end of the world like no other
00:41It's
00:41an open world
00:44story driven mystery
00:45about the effects of a
00:48earth shattering event
00:50on regular people
00:52and how they react to this
00:54come together
00:55and face this
00:57face this adversity
00:58So I can already tell that your
01:01team is going to be playing with a lot of different emotions
01:03there, I mean it's very haunting, it's very sad
01:05there's like a lot of different
01:07push and pull I think, is that
01:09correct? Oh definitely
01:10I mean the
01:13the emotion of the story
01:15is something that we're really
01:17pushing to the forefront
01:18with this game
01:20We really feel that
01:22the only fail state
01:24for this game is if you come away
01:26from the game not caring about
01:28the people and what's
01:30happened to them
01:31So that's the way we view things
01:33I really like that attitude
01:36So a key theme of
01:38Everybody's Gone to the Rapture
01:39is discovery
01:40and what we really want
01:43is for
01:44is for the player to
01:46to craft their own story
01:48and as I said before
01:50it's an open world adventure
01:52you
01:54you can basically go anywhere
01:56and uncover the story
01:57in any order, in any way that you want
02:02And where are we set right now?
02:04Is this in the UK where your team is based
02:06or is this somewhere else in the world?
02:07So the game is set
02:09in a
02:10Or a fictitious realm
02:12Well, it's a fictitious village
02:14called Yorkton
02:16It's in the British countryside
02:18of Shropshire
02:20and it's set in the mid-1980s
02:23Okay, perfect
02:24Now my portrait is made
02:27and I can proceed
02:28Perfect
02:29So what we're really going for here
02:33is allowing the player the freedom of choice
02:38We're not funneling the player down any particular route
02:41The story is not given to the player in cut scenes
02:47They're really crafting their own journey
02:51The way story is delivered to you
02:54is via a number of different ways
02:59One of them being transmissions
03:02which you'll find through various electrical equipment
03:05such as radio, such as this
03:07And you'll discover very early on in the game
03:10that somebody's broadcasting messages
03:12from within the community
03:13I've been recording the pattern for three hours
03:15and so far
03:15I've accumulated over three megabytes of binary data
03:19The pattern does not at this point
03:21seem to be part of any recognizably close loop
03:23but there remains symmetry
03:25despite the conflicts
03:28I feel like a really strong voice cast
03:32is going to be essential in a game like this
03:34Yeah, absolutely
03:36We've worked really closely with Sony Santa Monica
03:41who are helping produce this title
03:43and we've got a really, really strong cast
03:47that we'll talk about a bit more at a later date
03:50and spoilers for later in the episode
03:52I'm sorry
03:53Well, that's something that we'll discuss
03:56at a later date
03:59So, we've got the radio transmissions
04:04We've also got what we call passive events
04:09As you can see here
04:14We've got these representations of characters within the game
04:19and these you uncover just by walking close to them
04:27They're called passive events
04:28and basically these are going to give you bites of the story
04:33these are fragments of conversations
04:36of people's memories
04:38and yeah, I mean it will give you a sense of what happened
04:45in the events leading up to this cataclysmic event
04:48And I'm assuming, and of course don't tell me if you're not allowed
04:52but I'm assuming that the very essence of this sort of ethereal interaction
04:56you're having with the characters around you
04:58Is that also explained at some point in the story?
05:01Or do you leave some things to the imagination?
05:03Well, it's something that definitely becomes apparent
05:07much later in the game as to what's actually happened here
05:11It's something that we don't want to spoil for the players
05:14I'm not telling you to reveal the entire game on the show
05:19I'm not telling you to reveal the entire game on the show
05:20But yeah, I mean the game is definitely has a clear focus on
05:26allowing the player to uncover this story
05:29and the beauty of it is that no one player will have the same experience as another
05:36You'll find early on in the game there are events that are hinted at
05:41slight ambiguities that have not become apparent
05:45unless you really dig and really explore
05:48and try to uncover as many of these events as possible
05:52and one of the things that we found with our previous titles
05:59like Dear Esther for example
06:01is that it stimulated great debate amongst players
06:06as to what the meanings were behind the different stories
06:11and the characters' motivations
06:13and yeah, I mean it's really a game that
06:16the more digging that you do, the more it rewards you
06:22Phenomenal, well the video game community can be very passionate
06:24about uncovering things hidden within stories and within narratives
06:27Oh definitely
06:28I'd say that's a safe play
06:31So yeah, we're really looking forward to players getting their hands on the game
06:35and some lively discussions about what's going on in our world
06:40Yeah, absolutely
06:40And I must say, you say the beauty of it was that people will be encountering all these things
06:45and having different experiences from each other
06:47but I would like to think that the beauty of it is how absolutely breathtakingly beautiful this idyllic village is
06:53made by a fairly small team
06:56I mean, your team is not huge
06:58No, there's only 15 of us in the studio
07:02and yeah, I mean there's been a lot of love and passion poured into this project
07:08I think it's apparent
07:09I mean, one of the things that's been absolutely key about the development is authenticity of the environment
07:15and I mean there's two key things here
07:20is that we've really tried so hard to create an authentic representation of Britain
07:28I mean, our co-director and creative leader Dan Pinchbeck
07:36he said very early on in the production that if it wasn't right and if it wasn't Britain
07:42that we'd rip it out and start it again
07:47and the Sony Santa Monica guys aren't going to watch this, are they?
07:50I mean, they might
07:52this isn't just being broadcast into a dead space
07:54this is real
07:56So, there's something very, very specific about Britain we feel
08:02I mean, obviously, you know, our studio's based there
08:04Right, yeah, it's part of the home
08:05Yeah, we feel very passionately about this
08:08and it's got a very lush and something really, really unique
08:15you look at the English countryside and you can't be anywhere else in the world
08:19and this is something that we really try to infuse into every corner of the environment
08:25Yeah, absolutely
08:26And is it operating on a sort of cyclical day-night cycle
08:30or are certain things directed and dependent on story?
08:34Well, I don't want to go into too much detail
08:36Okay, okay, that's fair
08:37Nice dodge
08:40But there are numerous things that affect the time of day in the world
08:46and, yeah, we'll definitely be seeing some of that
08:52Isn't it funny how gamers always want to know about time of day?
08:56It's such an important quality in our games
08:58Well, I mean, it's something that...
09:01I mean, the game is built using CryEngine by Crytek
09:05and, I mean, we're working with a really, really strong toolset
09:08and the technology behind the game really makes it easy for us to realise this lush environment
09:16and support effects like the time of day, as you mentioned
09:21Yeah, absolutely
09:21I mean, the other thing in terms of authenticity is, as I mentioned before
09:25The game is set in the mid-1980s
09:29June 1984, to be precise
09:32And what we try to do is...
09:35I mean, the game isn't an exercise in nostalgia
09:38but we have tried to infuse this feel and give a grounding to the world and the environment
09:46and you'll see that it's been really interesting because the 80s were known as maybe not the most exciting of
09:58eras
09:58but it's been a real challenge to, especially for the art team, to come up with something that looks dated
10:06but also fantastic at the same time and beautiful
10:09Yeah
10:10You know, so there's lots of things, particularly for us, we're really looking forward to giving the rest of the
10:16world
10:16and everybody out there just sort of a taste of what it was like to exist in this time period
10:22I feel like I really want to quote you on
10:25maybe not the most exciting of eras in reference to the 80s
10:29A very polite way to put it, I think
10:32Well, it's a challenge
10:33Yeah
10:34And it's one that I think the team have really grasped and delivered on
10:40And it's beautiful
10:41I mean, this village looks like so idyllic
10:44It looks like a paradise
10:46except you have this discrepancy between this idyllic environment and the fact that some cataclysmic event has happened
10:53and it's so achingly empty
10:56Absolutely
10:56And, you know, it's one thing that we've really strived for is to make it just a beautiful space
11:05to just be in, to give you time to pause and reflect
11:12And, yeah, I mean, it was really a key objective of ours to just make it a beautiful place to
11:19be
11:20So, what we've got here is the third main storytelling mechanism here
11:30which is what we call a tilt event
11:32So, what I have to do in order to reveal the event
11:37I have to use the six axis function of the DualShock
11:41And tune in this event here
11:52Beautiful
11:57And as you can see for these tilt events we have gone into another time of day here
12:03just to really highlight the importance of these things
12:15And one of the things we've gone for here with these representations of people and the events that have happened
12:21here
12:22is we've left it up to the player to imagine what these people look like
12:27Yeah
12:27And the more time you spend with the characters and learn about their stories
12:34You know, very much like you're reading a book
12:36you develop your own image of what they look like
12:39Your own interpretations
12:40Exactly
12:41I mean, you know, we give the player the space to be able to do that
12:45I mean, I certainly know what I think all the characters look like
12:48Sure
12:48You have a very unique perspective of being in the development studio, though
12:52Oh, definitely
12:53I mean, but it's, you know, it's been a pleasure to be able to get to know these characters
12:58Yeah
12:59You know, we've really
13:01With the script that Dan has produced
13:07You know, I think we've got really, really memorable, strong characters that will stay with players
13:13And, you know, for those who really dig deep into the game
13:17and look for every little bit of story they can
13:20I think they'll find that really, really rewarding
13:23So I know that we only have a few minutes left
13:25And so I want to make sure that you can get to everything you need to get to
13:28But also I want to know what every PS4 owner absolutely needs to know about
13:33Everybody's Gone to the Rapture, just taking away from even this video
13:38What we've done is we've tried to create a game that will be an emotional experience
13:46And hopefully you'll be able to take away from this
13:50You know, you'll be able to feel the absolute passion that we've tried to pour into the game
13:56I mean, absolutely key to this is the interplay between the story and the music that we've got here
14:05Our other co-director and composer Jessica Curry has just produced an absolutely amazing score
14:12That has been developed in tandem with the story
14:17And what you'll experience here is just a heightened sense of motion
14:23When you uncover each of these story instances
14:30You'll hear not only the beautiful music that's been produced for each of these
14:36We've gone to a lot of trouble to create a procedural audio system
14:41That takes Jessica's music, not only randomises it
14:47But also pulls it apart and recombines it into something unique that every player will experience
14:54They'll have their own experience of that moment
15:01It's almost like their own personal score is being kind of composed for them as they go
15:05Absolutely, that's what we've tried to go for
15:08And it's something that's really come together fantastically
15:15So, yeah, I mean, I think the thing is, as you say, we have a small team
15:21Very, very passionate team, and who I think has really punched above their weight with this game
15:28You're seeing small-scale AAA production values here
15:33From the visuals, from the music
15:36Voice acting
15:37From the acting, from the script
15:39And I think we're delivering a really, really unique experience on PlayStation 4
15:46Phenomenal
15:47Whoa, that was like a perfect ending line
15:49I wish we should have just ended there
15:51But I will say, thank you so much for joining us today
15:54Oh, it was a pleasure to be here
15:55And Everybody's Gone to the Rapture is coming to PS4 summer of 2015
15:59Is that correct?
16:00That's correct, yeah
16:00Tom, thank you so much
16:02Pleasure
16:16So thank you everyone for joining us on PlayStation Underground
16:18Again, that was Everybody's Gone to the Rapture
16:20Which is coming to PS4 in summer of 2015
16:23Thank you so much, Tom, for coming all the way out here to be with us
16:25And I think I want you to sign our wall
16:28What do you say about that?
16:29Perfect
16:30Cheers, guys
16:42PlayStation
16:43PlayStation
16:43PlayStation
16:44PlayStation
16:44Grazie a tutti
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