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  • 11 ore fa
Dalla GDC 2014 sono arrivate buone notizie anche per quanto riguarda lo sviluppo indipendente su Xbox One, con la presentazione di una prima mandata di giochi sviluppati sotto l'egida del programma ID@Xbox.
Major Nelson ha pubblicato oggi un trailer di presentazione che condensa, in circa 5 minuti e mezzo, i 25 giochi in questione, fornendo una veloce panoramica di quanto hanno da offrire questi primi titoli indie previsti arrivare su Xbox One nel prossimo periodo. Vediamo dunque di cosa si tratta.
Trascrizione
00:11I'm Chris Charla, and I'm the director of Idea at Xbox.
00:14Idea at Xbox is Microsoft's self-publishing program for digital games on Xbox One.
00:19So we enable independent creators, independent developers to make their games on Xbox One and self-publish them.
00:26We have more than 250 developers who we've sent dev kits to, and today we're showing kind of like the
00:31first sampling of games that are going to be coming for Xbox One via Idea at Xbox.
00:38Well, Super Time Force, I guess you can call it a retro-inspired 2D running gun shooter, something like Contra
00:43or Metal Slug, if you're familiar with those things, but with a time-traveling twist.
00:48So at any point, you can sort of go backwards or forwards in time, and in doing that, see the
00:53future or alter the past.
00:55And when you do that, you're actually adding another iteration of yourself into the timeline.
01:00So as you play and rewind, you're going to be building up an army of yourselves to sort of, you
01:05know, tackle the overwhelming forces stacked against you.
01:19So Strikesuit Zero is a space game like we always wanted to make.
01:23We used to play games like X-Wing vs. TIE Fighter, Wing Commander, Colony Wars.
01:27And what happens is that you can actually turn into the Strikesuit, you stop dead in space, you can go
01:31in any direction, backwards, forwards, left, right.
01:33More like a third-person game, but that means that you can do just incredible things.
01:38You can see a swarm of fighters, pound a little bit, pound them a little bit in normal flight mode
01:43and fighter mode, but then go in amongst them all, turn into the Strikesuit, basically click virtually every button on
01:49the Joypad, and you turn into this, like, death blossom, and just kill them all in one massive go, which
01:53is what everybody wanted to happen.
01:55What we're showing today is a four- to eight-player arena sports game that bizarrely combines, like, basketball and,
02:04like, Smash Brothers and Super Mario and all of these weird genres that we all loved growing up.
02:09And I think that was kind of the thing that came out of asking people for so many ideas.
02:12But, well, I'm sure a lot of people were looking at the Xbox One spec and, like, looking at the
02:16Kinect and looking at, like, what it can push as far as how many polygons or anything like that.
02:19But we saw it and we're like, eight players.
02:22Whoa, this thing could have eight players.
02:24I haven't played an eight-player game at home since the Saturn.
02:26Whatever we do, it's going to have eight controllers, and we're going to try to make it as fun as
02:29we can with that.
02:33So the game we developed is called Spectra.
02:35It's an eight-bit procedural racing game.
02:37So you play authentic eight-bit music, which is made only with Game Boys, by quite a well-known chip
02:42-shoon artist called Chipsil, who's worked on Super Hexagon before, if you've heard of that.
02:45And essentially, the game listens to that music and generates a race track based on it, and you have to
02:49try and race down it and not fall at the edge.
02:50It's interesting you said F-Zero, because the whole game was inspired by that kind of old-school NES and
02:54N64 and PlayStation F-Zero, kind of Quantum Redshift, which is an Xbox game.
02:59I don't think anybody remembers anymore, but I loved that game when I was 11.
03:06Lots of people make games with Kinect that do not require a controller, but we wanted to try something completely
03:10new.
03:10So we said, okay, we're going to make a game that requires a Kinect and a controller.
03:13Since it's an experimental concept, it's quite hard to explain.
03:16But basically, you have to imagine, like, a normal platform game in which, instead of one level, there's two levels,
03:23but the second level is behind the first level, right?
03:26So normally, you would only see the first level, but with this Kinect game, the silhouette of the player is
03:31like carving a hole in the first level, so you can see also the second level.
03:35And that's what the indie scene is about, trying new things, new state of place, new rules.
03:40In the program, we're really just trying to reduce friction as much as possible so that independent creators can ship
03:45awesome games on Xbox One,
03:47and that players have an opportunity to play a huge variety of diverse content on their Xbox.
03:52We're actually on a Microsoft Accelerator in the UK, and they hooked us up with the guys at the IdeaXbox
03:57team,
03:58and they'd seen our game before, which was predominantly a mobile game, and they're like, you guys should get this
04:01on a console,
04:02and we think we've got one you should be interested in.
04:03It was a really big win to be able to work with the hardware early on, see the revisions, and
04:09even, you know, be part of the process
04:11to see what kind of changes were needed in the development kits and things like that to help make the
04:15process more smooth.
04:16And then we started getting check-ins on phone of, you have everything you need. I've never had that experience
04:21before.
04:22Especially comparing it to the last time on 360 where they had the indie game program, but it was sort
04:26of very limited scope.
04:28This time it's kind of like all out, just you can have everything, go crazy and see what comes out.
04:32You know, nowadays, as a small developer, you can reach out to communities, you can do things, and you can,
04:38as long as you make a great game,
04:39and you talk about it a little bit, then hopefully people will come and, you know, really enjoy it.
04:45We started this program by going on a huge listening tour, talked to more than 50 different developers about what
04:51they wanted in an independent publishing program,
04:53and we haven't stopped listening. We're still out there all the time talking to developers, listening to developers, working on
04:59making sure we're making the right changes to the program,
05:01and just trying to make it so that we lower friction for them, so they can ship great games that
05:06players can experience on Xbox One.
05:09A lot of work has been really gratifying, but then to walk in here and, like, suddenly see all the
05:13games, it's just like,
05:14OK, this is real, like, wow, like, this program, like, we're shipping a lot of games, and this is just
05:19a fraction.
05:20I mean, I think gamers are going to be super excited to see what these independent creators deliver over the
05:25next year, year and a half.
05:26I mean, this is going to blow you out of the water.
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