00:01Peggy 16
00:26My room looks a bit different than the last time you saw it.
00:30It's cool, at least we can chill out.
00:32This isn't exactly my chill out zone, my step fear makes sure of that.
00:37In video game what is difficult is to see what will be the project in the future and to
00:43feel that there is something great.
00:45And so when you see everything coming together, like the mood, the cinematic and everything,
00:51you have to be very confident.
00:53And I think the team now is doing something great and I think the final result is there,
00:59the animation, everything is coming now, I'm very proud of what they have made.
01:07Hi, my name is Jean-Max Morris and I'm one of the co-founders of Dontnod Entertainment.
01:12Dontnod has now been going a full six years and a half.
01:16We founded it in June 2008.
01:20Did our first game, Remember Me, which came out in June 2013 last year.
01:25And we've been working on Life is Strange since April 2013.
01:30So that's our second baby and we're extremely proud of seeing it come out.
01:34of course.
01:35Hi, my name is Michel Cor.
01:37I'm co-game director and art director.
01:42Hi, my name is Raoul Barbet.
01:44I'm a co-game director of Life is Strange.
01:46In Life is Strange, you're playing as Max, as a teenager who just came back to her hometown
01:53of Arcadia Bay after being away from five years.
01:55And you're getting back to know again your older best friend, Chloe.
02:00But you discover that Chloe has really changed, she's really a different person.
02:04And one reason of this change is that one of her friends, Rachel Amber, just got missing a few months
02:11ago.
02:12Rachel Amber, she looks so hopeful and pretty.
02:17I wonder what happened to her.
02:19This is really an important part of the story that will tie again together Max and Chloe
02:24as they will team up to investigate on the disappearance of Rachel Amber.
02:30and the player and Max will discover that there is much more about this disappearance
02:36and it will evolve in the story and be quite a strong narrative thread
02:41during the span of the five episodes.
02:43Hey, give me that!
02:45Sorry, I wasn't trying to be nosy.
02:48Obviously, she was a good friend.
02:50It's putting it mildly.
02:58So, who is she?
03:00Do you mind talking about her?
03:02Rachel Amber.
03:04She was my... angel.
03:06We've always had this ambition of doing things different.
03:10We want to do things that we love
03:11and these things just happen to be different from, let's say, mainstream games.
03:16A few years ago, we worked on Remember Me
03:20and so there was a huge concept, it was called the Memory Remix.
03:23And we were thinking that there is something to be done
03:26and there was lots of discussion between us on
03:29how it could be so cool if there is a game with rewind feature
03:33when you can do it whenever you want.
03:35We saw that this mechanism of going back in time
03:39could be really interesting to use it on a whole game
03:43and we were really fans of adventure games
03:46and we saw that having a heavy narrative game
03:49with this mechanism of going back in time
03:51could be really interesting.
03:56We wanted to let the player having those choices to make.
04:01All those choices and actions or even dialogue choices
04:04could have small consequences or bigger ones.
04:08Having this power will bring this story to another layer
04:14and will really give something strong to this story.
04:17This is the era in your life
04:20where you're making all the choices
04:21that are going to define yourself as a human being.
04:24Of course, when you make choices,
04:25you will have maybe good consequences.
04:28Two days after, maybe it will have very bad consequences.
04:32What's interesting in life history
04:34and what differentiates us is
04:35we are dealing with choices
04:37that the player could have been in the position to make.
04:40The scope of those choices will ramp up during the game
04:44and we have those butterfly effect consequences
04:46which will grow darker and darker
04:48but really it's a matter of putting the player in a position
04:51to make choices that could matter.
04:54Hi, I'm Luc Magadoust, the producer.
04:57We have a lot of challenges in this game.
04:59First, it's an episodic game.
05:00It's a first for us.
05:01It's a first for Square Enix.
05:03It seems like an easy idea
05:05because you have this small path of the game
05:07but in fact it's quite complex
05:09because a lot of stuff needs to be ready
05:11when you release the first episode
05:13because you will be able to add content
05:14but not adding a lot of features.
05:16Everyone has to work in parallel on different tasks
05:18and it can be complicated to manage.
05:21We knew from the beginning
05:22that we wanted this game to be episodic
05:25like a TV show
05:26so we really started to write this
05:27as a series of events and of key moments.
05:32We are not just writing the story
05:34and apply it to the game.
05:38We have to think about all the gameplay.
05:40This is really something we grew together.
05:43So the core team was working on the story
05:44and the gameplay and the idea of the rewind mechanism.
05:48So this is really something we begin all together
05:51and we grow the story
05:53as we grow also the gameplay mechanics.
05:56the feel just came about by itself.
06:00We are big fans of independent movies
06:03Sundance or Tribeca
06:05we like those movies.
06:07We just looked at those
06:09and we didn't go to them as direct inspiration
06:13but they are definitely in the background
06:15and I think that shows a lot in the game.
06:19I think really the world of nostalgia
06:21was one of the first key words
06:23we put when we created the game.
06:25Our game is about time with the rewind.
06:28We are dealing about a coming of edge story
06:30and really there is always this fight
06:33between the present and the past
06:34with those subjects.
06:36In the high school we have the teenagers
06:37who have their smartphones
06:40they are always posting everything on social media
06:42or taking pictures with their smartphones.
06:44and on the other hand we also have characters
06:47who are more nostalgic
06:49and Max, the main character, is one of those characters.
06:52She has an underwritten diary.
06:54Yes, she likes to take notes
06:57and Chloe, her best friend,
07:01still living sometimes in the past
07:03with stuff she got from her parents
07:06and it's important for our game
07:07to blend those two different worlds
07:09and to show the contrast and the passing of time.
07:12It's about identity.
07:15It's about how we become who we are
07:17but it's from a totally different angle.
07:19It's the analog angle.
07:20It's the pictures, you know,
07:21that you lay on the floor.
07:23Mostly indie games,
07:24I've chosen to talk about social issues
07:27and everyday life problems
07:29and this is, I think,
07:32something really important for media.
07:34We want to see what is really everyday life
07:39in a small town
07:40or the problem of unemployment,
07:42the alcoholism.
07:44A lot of the teenagers see those problems
07:46and they, of course,
07:47they have their own.
07:50You've got some social bullying.
07:52You've got some violence also
07:55in the high school world.
07:57So all those problems
07:58and those social issues
07:59are very, very important
08:01and we want to have them in the game
08:04and to talk about them.
08:05You don't have anything smart to say now,
08:08do you?
08:08Get the hell away from her, man.
08:09Stop harassing my friends.
08:11Those subjects will interest the player
08:13because there is really this will
08:14for something different.
08:16Square was basically the only publisher
08:18that didn't want to change a single thing
08:20about the game.
08:21We had other publishers telling us
08:23make it a male lead character
08:26and Square didn't even question that once.
08:30it felt natural to have Max as a female character
08:32for this game.
08:33Max is a bit shy but she's also a bit different.
08:37So we wanted for her to define the way she's moving.
08:40She's not all flashy like Chloe.
08:42She has more subtle movements
08:44and for Chloe on the other way
08:46with the motion capture actress
08:47we asked her to be much more like dancing, moving.
08:50Max and Chloe are really different
08:52but they're also opposite and complementary
08:55at the same way.
08:56So I think when one is not good without the other
09:00there will be of course progression
09:01in the character arcs
09:03and we won't spoil it
09:04but we'll see a lot of changes in both characters.
09:07I love Chloe.
09:09I like the way she interacts with Max
09:11and this kind of friend you have
09:13and you don't have your choice of life at all
09:16but you can change yours.
09:18The favorite part of my job is when I feel
09:20you know everyone is working in the same direction.
09:23I have worked with the team at clarifying
09:26and when I'm able to step out the studio's door
09:29and go to the publishers
09:30and basically speak in one voice
09:32you know nothing political.
09:34This is the great game that we're working on together
09:37and it's crystal clear where we're going.
09:50I hope you left.
09:50and my husband Yea Brother
09:50just told everyone about her
09:50So well, I wasn't getting so late.
09:51Grazie.
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