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PlayStation Access ha pubblicato un'interessante intervista con Eric Studer, senior design producer presso Airtight Games, il team che si occupa dello sviluppo di Murdered: Soul Suspect. Studer ha parlato, fra le altre cose, della volontà di offrire ai giocatori un'esperienza che conceda in modo graduale nuove possibilità e interazioni con l'ambiente.
Trascrizione
00:06Filmando per la mia vita
00:06Most people think that death is the end
00:10But for me
00:14It was only the beginning
00:16Hey guys it's Holly here for Playstation Access
00:18And we are talking Murdered Soul Suspect
00:20It's looking fantastic
00:22Thank you very much
00:23We saw the E3 and it had so many people really excited
00:25But now we're going to find out a little bit more about the game
00:27So Eric, why don't you start by going straight into this story?
00:30What can we expect to find in Murdered?
00:32Sure, I think the story is a particularly important part of the experience, obviously.
00:36It's a very cinematic game.
00:37The character of Ronan has a really rich background.
00:40He started life on the streets as a criminal.
00:42His parents were both criminals.
00:44And then he met his future wife, Julia, and it completely changed his world.
00:47He straightened up.
00:49Her brother Rex got him a position on the Salem Police Department.
00:52And now he works for the side of the law,
00:54which gives him not only an interesting perspective on how he approaches cases
00:58but who he is as a character as well.
01:00Now that he's been murdered, a new chapter of his existence has sort of begun
01:04and his entire focus is about bringing his killer to justice,
01:08finishing his unresolved business,
01:10and hopefully finding a way to move out of the dusk.
01:12So it's a very story-based game, but obviously gameplay is very important.
01:15When we were looking at a tutorial with you,
01:17you said one thing you wanted to do as a studio was give a very seamless tutorial,
01:21so not take people out of the game.
01:22Do you want to explain some of the mechanics you've added in?
01:25Sure, absolutely.
01:26So when you start the game off,
01:27we piece by piece start interacting with you,
01:29teaching you how to walk, teaching you how to interact with the world.
01:32The idea is that we didn't want the player to feel gaminess.
01:35We wanted the player to sort of organically come into the world,
01:38almost as if as Ronin is learning how to be a ghost,
01:41you're learning how to play the game.
01:43The attempt is to make the player, put the player in Ronin's shoes,
01:46make the two feel connected in a way,
01:48not only just from a story standpoint,
01:50but from the standpoint of how you interact with the world,
01:53what the rules are, and what you're bound by.
01:55Now, if I'm a ghost,
01:57why can't I just like walk through all of the walls
01:59and just go wherever I want?
02:00Because that would make the game, in theory, ridiculously huge.
02:04So what does that mean for you guys as a studio?
02:06How have you kind of worked around that?
02:07Absolutely.
02:07I mean, the ability to walk through pretty much any wall
02:09is a huge design challenge.
02:11How do you get the player to go where you want them to go?
02:13How do you keep them in certain places?
02:16How do you put things everywhere that the players are going to get to find?
02:19One of the ways that we help control the player's flow
02:21is the town of Salem is extremely supernatural.
02:24There's a lot of supernatural background there.
02:26And at least in our game,
02:28what they've done is if they've actually christened the foundation
02:31of all of the structures in the town,
02:33and it's created a supernatural barrier
02:35that prevents spirits from freely entering and exiting.
02:38So Ronin can't just enter any place he wants to.
02:40he needs to find a breach in that barrier.
02:42And so an open doorway or an open window
02:44will give an opportunity to go inside of a place.
02:47Now once you're there, everything is open for business.
02:51You can walk through any place you want to.
02:53It's an excellent opportunity for the player
02:54to really live out that fantasy of being a ghost,
02:57to sort of get a sneak peek in people's lives
02:59that they wouldn't normally see.
03:00And it gives us an opportunity to hide things in really clever ways,
03:03force them to look around places
03:05that they wouldn't usually expect to find things.
03:08So if we're ghosts then,
03:09how do we pick things up, like clues?
03:11And how do we find information?
03:12Because we see it at the beginning of the game,
03:13he's trying to interact with someone,
03:14they just can't hear him.
03:16So what kind of mechanics have you been put for that?
03:18Well, you can't pick up things.
03:20And that's one of the interesting limitations of being a ghost,
03:23is as a detective,
03:24he's used to just freely talking to anybody,
03:26freely picking up things,
03:27examining objects in his hands.
03:29He can't do that anymore.
03:30He has to find new ways of discovering the information
03:33about a crime scene
03:34and finding the next steps.
03:37However, as a ghost,
03:38he's extremely powerful.
03:40One of the most important things
03:41that he's going to be able to do
03:42is possess human beings.
03:43And while he won't be able to directly control someone,
03:47what he can do is look through their eyes
03:48or listen through their ears.
03:49You can actually influence their thoughts a little bit,
03:52read their mind,
03:53get them to think about things
03:54they wouldn't normally think about,
03:55and even control them a little bit.
03:57What this does is it gives them
03:58a whole new perspective on crime scenes,
04:00a whole new way to discover clues,
04:01a whole new way to figure out
04:03what happened at these locations.
04:05So it's all about finding clues then
04:06to solve this mystery.
04:08Absolutely.
04:08But with clues then,
04:09do you need to find X number
04:11before you can progress?
04:12Is it just finding the right ones?
04:14If you pick the wrong ones,
04:15is there a penalty for that?
04:17So what we've tried to do
04:19is create a really rich,
04:20interesting mystery
04:21that the story thrives on.
04:24What we found is
04:25we didn't want to overly punish players.
04:27If we punish them too much,
04:28then they're going to put the controller down
04:29and they're going to walk away.
04:30we don't want them to do that.
04:32So instead, we encourage you
04:33to be really thorough in the crime scene.
04:36While every crime scene
04:37only has a certain number of clues
04:38that are required to solve the case,
04:40if you take the time to invest
04:42and continue to explore,
04:44you're going to learn a lot more
04:45about the story,
04:46you're going to learn a lot more
04:46about what happened
04:47at a particular location,
04:48and the world's going to be
04:49a lot more fleshed out.
04:51We also keep track of how well you do
04:52in an investigation,
04:54and we show that you can review that
04:56and you go,
04:57oh man, I didn't do very good in that one.
04:59I'm going to try to play the game again
05:01and do a better score
05:02the next time I get to that investigation.
05:03And I guess then with your PS4, right?
05:04You can just hit the share button,
05:05load that,
05:06and then just gloat away on Facebook
05:07because you've completely aced it.
05:08I think so, yeah.
05:09Good.
05:10But we've talked about story,
05:11and story is obviously
05:12a huge, huge, huge influence for this game.
05:14However, there is still some kind of combat,
05:16that kind of danger element
05:17you've added to it.
05:18Do you want to tell us
05:19a little bit about that?
05:19Sure.
05:20The enemy encounters in the game
05:21are interesting.
05:21They serve two very clear purposes.
05:23First and foremost,
05:24from a mechanical standpoint,
05:25if the player is just going
05:27from investigation to investigation
05:28over and over again,
05:29there's going to be fatigue.
05:30They're going to basically
05:31get a little bit bored
05:32from doing the same thing
05:33over and over.
05:34Having the enemies in the space
05:35allows us to break up
05:37the emotional game play aspect.
05:39So they go from investigation
05:41to more of a tension-based situation
05:43where they never know
05:44what's going to happen next.
05:46Creating that emotional variety
05:47is a really good opportunity
05:48to always keep the players
05:49on their toes.
05:50But from a fictional standpoint,
05:51they're incredibly important
05:53because they used to be humans.
05:55They've been corrupted
05:56by the Dusk over time.
05:58And now they believe
06:00that the only way
06:00they can recover their humanity
06:01is by devouring human spirits.
06:03So not only does Ronan
06:05need to worry about them
06:06because they're trying to kill him,
06:08but he can also become one.
06:10So we want to make sure
06:11that the player understands
06:12that the Dusk is not a safe place.
06:14He wants to solve
06:15his unfinished business.
06:16He needs to move on
06:17from this place.
06:18So how will we fight these enemies?
06:20Because Ronan's obviously
06:20not getting at a gun anytime soon
06:22and shooting them.
06:23So how does that mechanic work?
06:24What can people do?
06:25Is it in case
06:25they've just got to run
06:26and that's just it and hide?
06:28Or is there some way
06:28to combat them?
06:29I think the goal is for us
06:31is to create a cerebral experience
06:32with the enemy encounters
06:34as we have for the rest
06:35of the investigation mechanics
06:36and the exploration.
06:37You're going to come
06:38into this space.
06:38You have abilities
06:39at your disposal.
06:40We want you to use them
06:41to build a strategy
06:42around this environment
06:43and then execute
06:44on that strategy.
06:45If you attack the demons
06:47from just ahead,
06:48if you try to brute force
06:49your way through it,
06:50they're going to kill you
06:51almost instantaneously.
06:51they're very, very overpowering.
06:54So the goal is
06:54to hide in these objects
06:57that exist in the environment,
06:58to sneak through the walls
06:59because they can't see you
07:00through the walls
07:01but you can see them.
07:02You can get an essence of them
07:03on the other side
07:04of structures
07:05and then get behind them
07:07because the only way
07:08that the demon
07:09lowers its guard
07:10is if it's not aware
07:11of your presence.
07:12Then you can destroy it
07:13from within.
07:14Now if you don't want
07:15to confront the enemies
07:16you can sneak by them
07:17but it's more of
07:18a difficult challenge.
07:19but what it is
07:20is it's a way
07:21for us to build in
07:23a little bit of tension
07:23but keep it very, very intellectual.
07:25We're not an action game
07:26so it's not a run-and-gun environment
07:28but it's a good opportunity
07:30for us to create
07:31an extra experience
07:32for players.
07:33Sounds amazing.
07:34Thank you so much
07:34for your time.
07:35You guys can stay tuned
07:37for channels
07:37because we'll have even more
07:38coming up
07:38from Murdered Soul Suspect
07:39in the future.
07:49in the future.
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