00:00Peggy 18
00:27The community was massively important to the success of Sniper Elite V2
00:31and there was such a dedicated following and positive community who were always raving about Sniper Elite
00:37and every time we released screenshots or a trailer, these guys would get in and they were really excited about
00:43it
00:43and that just buoys the morale of the development team when they see that kind of enthusiasm even before the
00:49games come out
00:50so that is just so important
01:02and Rebellion responded to that by releasing multiplayer maps for up to 12 months after the initial release of Sniper
01:10V2
01:11both for single player missions but also multiplayer maps
01:14and what people perhaps don't realise is that even in those maps we were responding to the feedback
01:19the non-linear gameplay was already something people were desperately craving
01:23and in one of the last maps we released which was called Nerdorf Outpost
01:27we'd already been R&D'ing for Sniper Elite 3 by that time
01:31and that was actually sort of like a test level where we did a non-linear level
01:36so it was much more open and people really enjoyed that map and responded to it very well
01:40and yeah it's just interesting that that was already really had a lot of the DNA of a Sniper Elite
01:473 level
01:48but in the Sniper Elite 2 era
01:51so that was really exciting for us
01:58So as part of addressing the concerns from the community about the linearity
02:03we've been trying to really promote expansive choices within the environment
02:07so as you pull up your binoculars and sort of assess the lay of the land in front of you
02:12we'll have sort of really key visual language which promotes that player choice in the environment
02:17so whether or not you see ahead of you a bunch of like ruins and density in the environment
02:24you might actually decide to stealth down into there and play a bit of cat and mouse with the enemy
02:28take them out with your new suite of stealth kits
02:32alternatively you might actually site a nice ridge line
02:34so you'll move your way up there and sabotage a generator on the way to create a sound mask
02:40and then start raining down on them from above
02:43so there's a lot of different ways that you can approach the environment
02:47and we try to really feed back to that by getting information through your binoculars
02:57I think being set in the North African sort of campaign has really afforded us a lot of opportunities with
03:03the environment
03:04so we take the player from like really sort of dense like kind of creepy looking fort settings
03:11to one of our environments is described as a bit of a sniper's paradise
03:15which is literally the site of a canyon
03:19and we have sniper gameplay sort of taking forth across this canyon
03:24and we've got oases so there's really rich colors and sort of a versatile palette for the player there
03:29you're not just going to be having wall to wall sand
03:32it's quite varied
03:38the massive points of feedback mainly were non-linear levels and AI
03:45and those two things really were very closely tied
03:48you know even with the best AI systems in the world
03:52if you have linear gameplay it's difficult for AI characters to work effectively if they're in a corridor type space
04:00so by opening up the levels much more
04:02and we did actually rewrite the AI systems as well
04:05means that both of those things work just much more coherently
04:08and the gameplay straight from the off is much better
04:12I think one of the things that people really struggled with with the AI in Sniper Elite V2
04:17was that it felt like it would punish you immediately for a single mistake that you might make
04:21so particularly if you're trying to play stealthily
04:24it felt really really tough
04:26that's something we're really striving to move away from this time around
04:30and improve on the way that feels for the player
04:33so they can be empowered to be stealthy
04:36in Sniper Elite V3 we're trying to get realistic human reactions from the enemies
04:42so when they hear a shot from you
04:45assuming they don't see you directly
04:47they don't immediately know where that shot came from
04:49which is true to a scenario in real life
04:52if you continue firing from that position
04:55then the enemy will quickly become very suspicious of that position
05:00they'll try and find out where the noise is coming from
05:03who's shooting from there
05:05and investigate
05:06and at that point, if they see you
05:09then you're in a lot of trouble
05:14once you've been found
05:15you have to relocate
05:17you have to get as far away from the enemy as you can
05:19without being spotted again
05:21once you get to the required distance away
05:24then the urgency of the enemy's search for you will de-escalate
05:30and they'll abandon their search
05:33and at that point, it's more straightforward for you to then re-engage in stealthy behaviour
05:38and continue on your way
Commenti