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  • 4 ore fa
Vediamo questo trailer di Solarix, diffuso per illustrare il gioco su Kickstarter.
Trascrizione
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00:06Sorix è come la riflessione di nostre inspirazioni
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00:15e combina them.
00:17They work so well together.
00:19I'd say the biggest challenge for me
00:21was handling level design
00:23to reflect horror that goes
00:25beyond just cheap thrills.
00:27We don't want to scare you.
00:29We want you to be scared.
00:31Feel scared.
00:32In a very organic, non compulsive
00:35sort of a way.
00:38Yes, I don't like big words
00:39but Solarix is like a statement.
00:41It's a humble yet solid
00:43attempt to recapture that old school feeling.
00:46That old school feeling
00:47of stealth gaming experience.
00:49You know, with modern horror elements.
00:54We've been heavily inspired
00:55by games like Thief, System Shock
00:57and Half-Life series.
01:00We believe it's happening
01:01through our AI, our stealth
01:03mechanics, our level design
01:05and the way everything fits together.
01:08You play an engineer.
01:10This hole that you
01:11fall into and subvert
01:13in your own way.
01:15You become a hero,
01:17but also an anti-hero.
01:19Trapped in this desolation,
01:21in this horrifying mess.
01:23And your survival depends not just
01:25on your combat, but also on your stealthiness,
01:28your wits, your equipment,
01:30anything you have at your disposal actually.
01:32You will experience
01:34uneasiness and you will experience
01:36insecurity and desperation
01:38and hopelessness.
01:43You won't necessarily be comfortable
01:45in any of the Solarix levels.
01:47I can guarantee that the atmosphere
01:50will really draw you in.
01:53Since stealth is our most important
01:54weapon in this game,
01:56it's the defining gameplay mechanics
01:58that sets apart Solarix
02:00from other survival horrors out there.
02:02But we have a lot of room
02:04to break the rules
02:05and create a totally unique experience.
02:08We spent years on environment art
02:10before anything else
02:11to produce the best possible looking graphics
02:13without AAA budgets
02:15and I think the results already show that.
02:18We have invested huge amount of time
02:20and personal savings already
02:21to make this project excellent
02:23because, well, we believe in it.
02:26we also know stealth
02:28is a very difficult medium to master
02:29especially with AI programming.
02:32I believe our AI is already
02:34one of the highlights of our project.
02:36It gives you freedom.
02:38Traditionally, you outrun the enemy,
02:40you outgun them,
02:41but in Solarix, you have the freedom
02:43for both of these and much more.
02:45You can outwit your foes,
02:47sneak around them,
02:48or use the environment in a clever way
02:50to your own advantage.
02:51There is so much already.
02:54Turrets,
02:55security cameras,
02:57computer terminals,
02:59interactive objects,
03:00humans and mutated monsters
03:02and cyborgs,
03:04reliable hacking and unreliable guns
03:07and all of it revolving around
03:09the main story.
03:10We hope to establish a very rich universe.
03:13Not only establish it, actually,
03:15but expand the initial version
03:17of this project into something bigger.
03:20hopefully,
03:21in the near future.
03:23Before anything else,
03:24we would need you,
03:24the fans of survival horror genre,
03:27to help us add the finishing touches
03:29to this project,
03:30which will become exceptionally crucial
03:32in the upcoming months.
03:33Yes, it is really crucial.
03:35Without this backing,
03:37this world we've created,
03:38is actually incomplete,
03:39and the stealth and the horror experience
03:42are lacking.
03:45for example,
03:46one of the most important aspects
03:48of level design,
03:49isn't just the lighting,
03:51or any of the texture work,
03:53but how the player interacts within the level.
03:56This relies not only on flow,
03:58and testing,
04:00but on smooth animation work.
04:02UI interaction,
04:03more scripting, etc.
04:06That's where we need your help.
04:08We want to revamp our animations mostly.
04:11At this stage,
04:12we don't believe they are remarkable enough.
04:14Would be awesome,
04:15if we could use motion capture technology.
04:18And sound.
04:19Sound is one of the most important aspect
04:22of horror games.
04:25We want the sounds to be more than perfect.
04:27And in order to achieve the maximum quality of professionalism,
04:32we need your support.
04:34The same goes for story work.
04:36We know bad quality voice acting is like a poison,
04:39even in many AAA games.
04:41Therefore, we want to make sure this story we want to tell
04:43is actualized professionally,
04:45and hopefully with the frightening effect.
04:47Now personally,
04:49I don't want to play this game on the Oculus Rift.
04:52I've spent many sleepless nights
04:55just thinking about the possibilities,
04:57and what we have to work with
04:59if we had Oculus Rift power behind this.
05:03I keep bugging our project leader Barriss about it,
05:06but we would need some more backing,
05:09additional resources,
05:11and a little bit of expertise.
05:14Yes, with the additional funds,
05:16we really want to bring this game to Oculus Rift
05:17and also to different languages.
05:20It's my personal wish to eventually release the modding tools
05:22to the indie developers at large.
05:25We plan to do our best to establish a productive community around it
05:28so that, five years from now on,
05:30people will still release new levels and new missions for Solarix.
05:35Of course, this requires the full source code to the engine
05:37to release the full SDK and modding tools.
05:41Hopefully, in the end we'll manage to create a bug-free,
05:44unique stealth horror experience with a focus on immersion,
05:46through animation, sound design, and top-notch voice acting,
05:49and modding tools.
05:51For all of these, Solarix needs your help.
05:53First service players too.
05:55Flying Launch
05:56like a tank you over here,
05:58thereby, this way, a site could be drin
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