Vai al lettorePassa al contenuto principale
  • 18 ore fa
Life is Strange, il secondo videodiario.
Trascrizione
00:00www.mesmerism.it
00:32www.mesmerism.it
01:02www.mesmerism.it
01:02Hi, my name is Jean-Max Morris and I'm one of the co-founders of Dontnod Entertainment.
01:07Dontnod has now been going a full six years and a half.
01:11We founded it in June 2008.
01:15We did our first game, Remember Me, which came out in June 2013, last year.
01:20And we've been working on Life is Strange since April 2013.
01:24So, that's our second baby and we're extremely proud of seeing it come out.
01:31Hi, my name is Michel Cor, I'm co-game director and art director.
01:37Hi, my name is Raoul Barbet, I'm a co-game director of Life is Strange.
01:41In Life is Strange, you're playing as Max as a teenager who just came back to her hometown of Arcadia
01:48Bay after being away from five years.
01:50And you're getting back to know again your older best friend, Chloe.
01:55But you discover that Chloe has really changed, she's really a different person.
01:59And one reason of this change is that one of her friends, Rachel Amber, just got missing a few months
02:06ago.
02:07Rachel Amber. She looks so hopeful and pretty. I wonder what happened to her.
02:13This is really an important part of the story that will tie again together Max and Chloe as they will
02:20team up to investigate on the disappearance of Rachel Amber.
02:25And the player and Max will discover that there is much more about this disappearance and it will evolve in
02:32the story and be quite a strong narrative thread during the span of the five episodes.
02:39Hey, give me that! Sorry, I wasn't trying to be nosy. Obviously she was a good friend.
02:45It's putting it mildly.
02:53So, who is she? Do you mind talking about her?
02:57Rachel Amber. She was my... angel.
03:01We've always had this ambition of doing things different. We want to do things that we love and these things
03:07just happen to be different from, let's say, mainstream games.
03:12A few years ago we have worked on Remember Me and so there was a huge concept, it was called
03:17The Memory Remix.
03:19And we were thinking that there is something to be done and there was lots of discussion between us on
03:24how it could be so cool if there is a game with rewind feature when you can do it whenever
03:30you want.
03:30We saw that this mechanism of going back in time could be really interesting to use it on the whole
03:37game and we were really fan of adventure games and we saw that having a heavy narrative game with this
03:45mechanism of going back in time could be really interesting.
03:49Whoa!
03:50We wanted to let the player having those choices to make. All those choices and actions or even dialogue choices
03:59could have small consequences or bigger ones.
04:04Having this power will bring this story to another layer and will really give something strong to this story.
04:12This is the era in your life where you're making all the choices that are going to define yourself as
04:18a human being.
04:19Of course when you make choices you will have maybe you've seen good consequences.
04:24Two days after maybe it will have very bad consequences.
04:26What's interesting in Life is Strange and what differentiates us is we are dealing with choices that the player could
04:33have been in the position to make.
04:35The scope of those choices will ramp up during the game and we have those butterfly effect consequences which will
04:42grow darker and darker but really it's a matter of putting the player in a position to make choices that
04:47could matter.
04:49Hi, I'm Luc Bagadous, the producer.
04:52We have a lot of challenges in this game. First, it's an episodic game. It's the first for us. It's
04:57the first for Square Enix.
04:58It seems like an easy idea because you have this small path of the game but in fact it's quite
05:04complex because a lot of stuff needs to be ready when you release the first episode because you will be
05:08able to add content but not adding a lot of features.
05:11Everyone has to work in parallel on different tasks and it can be complicated to manage.
05:16We knew from the beginning that we wanted this game to be episodic, like a TV show. So we really
05:21started to write this as a series of events and of key moments.
05:27We are not just writing the story and apply it to the game. We have to think about all the
05:34gameplay. This is really something we grew together.
05:37So the core team was working on the story and the gameplay and the idea of the rewrite mechanism. So
05:43this is really something we begin all together and we grow the story as we grow also the gameplay mechanics.
05:51The feel just came about by itself. You know, we're big fans of independent movies, Sundance or Tribeca or, you
06:00know, we like those movies. We just looked at those and, you know, we didn't go to them as direct
06:07inspiration but they're definitely in the background and I think that shows a lot in the game.
06:14I think really the world nostalgia was one of the first key words we put when we created the game.
06:20Our game is about time with the rewind. We are dealing about a coming of edge story and really there
06:26is always this fight between the present and the past with those subjects.
06:31In the high school, we have the teenagers who have their smartphones, they are always posting everything on social media
06:37or taking pictures with their smartphones.
06:40And on the other hand, we also have characters who are more nostalgic and Max, the main character, is one
06:46of those characters.
06:48She has an unwritten diary.
06:49Yes, she likes to take notes and Chloe, her best friend, still living sometimes in the past with stuff she
06:59got from her parents and it's important for our game to blend those two different worlds and to show the
07:06contrast and the passing of time.
07:08It's about identity. It's about how we become who we are, but it's from a totally different angle. It's the
07:14analog angle. It's the pictures, you know, that you lay on the floor.
07:18Mostly indie games. I've chosen to talk about social issues and everyday life problems. And this is, I think, something
07:28really important for media.
07:29We want to see what is really everyday life in a small town, whether the problem of unemployment, the alcoholism.
07:39A lot of the teenagers see those problems and they, of course, have their own. They've got some social bullying.
07:47You've got some violence also in the high school world.
07:52So all those problems and social issues are very, very important and we want to have them in the game
07:59and to talk about them.
08:00You don't have anything smart to say now, do you? Get the hell away from her, man! Stop harassing my
08:05friends!
08:06Those subjects will interest the player because there is really this will for something different.
08:11Square was basically the only publisher that didn't want to change a single thing about the game. We had other
08:17publishers telling us, make it a male lead character. And Square didn't even question that once.
08:25It felt natural to have Max as a female character for this game.
08:28Max is a bit shy, but she's also a bit different. So we wanted for her to define the way
08:34she's moving. She's not all flashy like Chloe. She has more subtle movements.
08:40And for Chloe, on the other way, with the motion capture actress, we asked her to be much more like
08:44dancing, moving. Max and Chloe are really different.
08:47But they're also opposite and complementary at the same way. So I think when one is not good without the
08:55other, there will be, of course, progression in the character arcs and we won't spoil it, but we see a
09:00lot of changes in both characters.
09:02I love Chloe. I like the way she interacts with Max and this kind of friend you have and you
09:09don't have your choice of life at all, but you can change yours.
09:13The favorite part of my job is when I feel, you know, everyone is working in the same direction.
09:18I have worked with the team at clarifying and when I'm able to step out the studio's door and go
09:25to the publishers and basically speak in one voice, you know, nothing political.
09:29This is the great game that we're working on together and it's crystal clear where we're going.
09:43And now, I look back and see.
09:45I look at the end of your….
Commenti

Consigliato