00:05Welcome back to PlayStation Livecast, we're here at the PlayStation booth with Jared Gerritson, studio director at Zombie, and we
00:13are going to talk Daylight.
00:15This is coming to PS4, was one that was announced during E3 here, I want to talk a little bit
00:20about this, I love a good horror game, I love a good scare, set me up on the premise for
00:24Daylight.
00:25So the premise is very in the shadow, we want the player, each time that they play the game, it's
00:32a completely different world that they explore their way through, but each time they play they'll find different pieces of
00:38the world, find out who they are, what's going on, what's happened in this world and why it's so messed
00:46up, and just travel through the entire story.
00:50Originally we were going to release it in different chapters, but now we're going to release it all in one
00:56big tight bundle.
00:58Awesome, so one of the things that grabbed my attention right away about this game, is that you guys are
01:03sort of building it as a psychological horror, talk a little bit about that philosophy.
01:08I'm a massive fan of Japanese horror, and...
01:12Who is it?
01:12Exactly, and American horror is chainsaws and blood and guts and violence and you know, it's this very American feel.
01:21Japanese horror is very subtle, there's smaller things, there's creaks, there's things that are so twisted that it's scary just
01:29to look at versus a guy with a burlap sack over his head.
01:31You know, and they're both so very different, but the whole output of it is heart rate, scared, and just,
01:42you know, afraid of the dark for a couple of weeks after that.
01:44And that's what we want to do with Daylight is, it's not blood and guts and gore, it's twisted worlds
01:51and what's going on and who, what was that? That's what we want to go for.
01:56And we're getting a little bit of a look at the game, obviously a dark game like you would expect,
02:00but one of the things I want to talk about is you guys are really harnessing the power of Unreal
02:04Engine 4 here for PS4.
02:05Talk to me a little bit about what that means and some of the effects and the atmosphere you'll be
02:09able to create.
02:11So we're an Unreal through and through developer, we've been working with Unreal for many, many, many years, and we
02:17were able to get Daylight, or actually Unreal 4, GDC last year.
02:22And the one big thing that they added to 4 was this procedurally generated content drop where you make volumes
02:30and you can put what's inside of it and it will fill rooms.
02:34And we looked at this like, wait, we can do this, but can it take logic and do it as
02:39well? And it did. And so we made a room generation system that we're using Unreal's blueprints.
02:46And so it's populating not only the world procedurally, so each room will be different and the elements will be
02:54different, but it's also the horror and the shock and the placement of ghosts and the placement of anything is
03:02completely different.
03:04And it's really hard to demo.
03:06I love it though. I think horror is all about the unexpected and having a procedural system to kind of
03:12build a randomized, but I mean, not randomized, you're not just throwing them on a table and scattering them willy
03:17-nilly.
03:18I mean, it's still, there's a logic, like you said, there are systems in place to guide this experience.
03:22Now talk to me a little bit about what we're seeing here. I mean, it looks like a cell phone
03:26and it looks like that's a source of illumination.
03:28Talk to me a little bit about some of the tools at your disposal as you navigate these environments.
03:32So anytime anyone needs a light or is in a dark place, they pull out their cell phone. It's just
03:39true tech that everyone has, even kids have.
03:43And so it was one of those things where like, this makes sense. And we put different items. So, for
03:48example, the glow stick or you can find flares.
03:52And each one of those actually have game mechanics connected to it. So the glow sticks will allow you to
03:56find clues or allow you to find different elements.
03:59The flares will actually thwart the ghosts or scare them away. But the way that the flare works is it's
04:07just so violent that it's throwing shadows all over the place using real-time lighting.
04:12Which is the other big thing that Unreal gave us is completely dynamic lighting and it looks beautiful. And it
04:19allowed us to make these worlds.
04:21If we were to do this in Unreal 3, each time we would make the world, the lighting would have
04:25to get baked and placed in.
04:26Right. We're talking about like per pixel real-time lighting, the kind of stuff that you used to see in
04:30Doom 3.
04:31But you guys are doing it in a whole new way here with the game.
04:33Yeah. So it allows us to have flexibility, but also the complex textures that they're coming out.
04:39How we can make just insane shaders that will manipulate and kind of move around.
04:44And it's really awesome. And our team was relatively small when we first started working on this.
04:49This was really just kind of like a weekend idea and it grew and grew and grew and it's becoming
04:54something very interesting.
04:56Because signing with Atlas, them bringing it to the PlayStation, it's no longer just going to be this little indie
05:01PC thing.
05:02And it's making it a bundle. But also the exciting part is via Atlas, we're going to bring it to
05:08Japan.
05:08Awesome.
05:09So the source of our inspiration, we can actually bring it to the Japanese gamers, which is extremely exciting.
05:17You guys are coming full circle with this. So talk to me a little bit. It appears we're in sort
05:20of, I would say, it looks like an abandoned asylum.
05:23Right.
05:23Now talk to me a little bit about, you kind of mentioned spirits and the supernatural.
05:26And of course, you know, any good horror experience, we want to go in unprepared, not expecting what we're going
05:33to find.
05:33But talk to me a little bit about some of the threats that are lurking here.
05:36So we have a lot of, a lot of different elements to it that you learn.
05:41And the things that you'll see mostly right now are our ghosts, which we made them very, very permadeath.
05:48If, if, if you're, if you're a gamer, you don't think that you get startled, but if you see something
05:56and it's going to reset your game, that's going to scare you more.
05:59So they're very brutal in the sense of when you see that you want to get away because you don't
06:04want to restart.
06:05And so we're, we're doing a lot of that. It'll be balanced, of course, easy, medium, hard.
06:09So like, if I just want to learn the story, if I want to experience it and just have fun
06:14with it and go easy.
06:15But if you want to go hard, it'll be very different.
06:17Speaking of, speaking of spirits, here we go.
06:19Yeah. And so in, in this, the, the spirits are, there will have many different types of spirits that will
06:25really be different archetypes that you experience in any game.
06:28Um, but then we have those subtle non, uh, reset elements of things that go bump in the night that
06:36you just don't know what they are.
06:38And, uh, so it's really exciting and it's really fun, um, and really hard to develop on because, I mean,
06:45I come in and, and go downstairs and we've got a demo room that we turn off all the lights
06:50to focus test.
06:51And every single time it's totally different. And it's, that's the really wild part about this is we really built
06:58it for sharing your experience with YouTube and everything that's huge.
07:03And so when we started, when we signed with Blacklight and we got to get that controller and that share
07:08button being that major factor and us getting to find out camera X, Y, and Z,
07:15we definitely are going to be making the experience very dialed in for the PlayStation 4.
07:21That's awesome. Taking full advantage of all the tools there, share and scare or scare and share, maybe I should
07:26say.
07:27Yep.
07:27I also want to talk a little bit about, I mean, what do you, what do you do when you
07:30find a spirit?
07:31I mean, this is not a first person shooter. I mean, you're not firing like ectoplasm guns and things like
07:36that.
07:36Are you using primarily light sources to ward these things off?
07:39So light sources and then if they do grab you, you will be able to fight them off, but you'll
07:44want to run again or some of them might just get you in and you're, and you're done for.
07:49So really it's, it should be as soon as you see those, you should definitely be like, Oh, what do
07:55I want to do? Do I want to run? How do I, how do I do that?
07:58And you'll learn how to manipulate the environment for the ghosts and everything like that.
08:03Well, I love a good horror game. When are we going to be able to get our hands on daylight
08:06for PS4?
08:07We're aiming for Q1 2014.
08:09I'm getting an India tour to get myself.
08:14But if you're looking for a
Commenti