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  • 9 ore fa
La seconda parte del making of dedicato allo sviluppo di WWE 2K15.
Trascrizione
00:00Peggy 16
00:35One thing we wanted in the gameplay for WWE 2K15 was a new set of control to go along with
00:40the new pacing of the matches.
00:42Bring in, you know, any game, once there was a console transition, it can be difficult.
00:46The one thing that the designers really wanted to do was revolutionize and evolve this game.
00:50One of the things that we realized is that the games to date had somewhat of an arcadey feel to
00:55them.
00:56I've been playing and working on these games for a lot of years, you know.
00:58Fundamentally, the characters may be different, but they all play the same.
01:03And that's one thing that's always stuck in my craw.
01:05But now, you know, when it comes to the Xbox One, the PS4, those shackles are off.
01:08So we started looking at things like pacing and flow and, like, how does a match start?
01:14What's the middle feel like and what does the end feel like?
01:16So there's a really good buildup of momentum and excitement through the course of a match.
01:20There's that moment in the beginning where they're testing each other out.
01:23You know, they get into their chain wrestling, you know, side headlock, you know,
01:26of cool transitions here and there to kind of gradually build the audience into the match
01:30before they start getting into their signature offense.
01:32We switched to a more cinematic camera.
01:35It focuses in on the characters' faces.
01:37If Randy Orton's, you know, the one putting the hold on him,
01:40you see that he's fighting for that extra little, you know, twerk.
01:43And I'm happy to say that we've finally been able to, you know,
01:45implement that in this year's feature and it's going to change the game.
01:51So as part of that, we rethought everything from animations, controls,
01:55how you interact with the people, how fatigue sets in.
01:58And to do that, a big part was actually shooting a lot of animations.
02:01Working with visual concepts, we have been mocapping like crazy.
02:04You know, let me tell you, when I'm not in my office, I'm at the mocap studio,
02:08getting all the latest moves, entrances, the motions we're getting are just simply amazing.
02:12Wrestling video games aren't anything without animation data.
02:14And so we brought the game up to our own 2K mocap studio
02:18and have shot an immense amount of animation,
02:21over six times more animation than was shot in any previous year.
02:24And that's going to help us really kind of bring this new experience to life.
02:30Seeing the way the game is coming together on Next Gen is really impressive.
02:34And as a fan of the series and as a fan of wrestling,
02:37we've really hit our stride with this game.
02:39And as beautiful as this game looks,
02:41it's the gameplay that's going to keep them entertained
02:44and playing this game for months, years on end.
02:46All that hard work, the long hours, you know, it's all worth it.
02:49Once it's out there on the shelves
02:51and the players get a chance to experience it for themselves,
02:53and that's what we're in this for.
02:53You know, as a fan of wrestling, as a fan of WWE,
02:56that's a feeling like no other, it really is.
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