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Gameplay "The Architect's House" per Thief.
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00:00www.mesmerism.info
00:33So the keep is a stronghold for the watch faction and you kind of, you know, it has a big
00:38reputation so you know you need kind of a secret way to get in.
00:41So you're going to take a detour and go through a manor that belongs to the Baron's architect who designed
00:46the stronghold.
00:47So it's kind of this classic infiltration mission and we're going to show you a couple of ways of doing
00:52an infiltration.
00:53There's actually more but we're going to show you three today. And day part is kind of different also visually
00:58style from a lot of other places in the game.
01:01It's more stone versus like the more poor districts and more wood kind of thing so there's like a visual
01:07style difference.
01:08Sure.
01:09And also the loot here is a little more different, it's more like exclusive things you can find in this
01:13area.
01:14So roughly how many hours into the game will it be at this point?
01:17Oh that depends on your style but it's in the, say, third into the game.
01:24Okay.
01:25Approximately.
01:26And so this first way through of playing, are we going to be going carefully here or are we going
01:30to be kind of...
01:30Let's start with the stealthy thing I think would be a good idea. So you can see here all these
01:33side things, areas, if you pay attention you can actually start exploring and going different areas.
01:39We also saw a flower that was kind of blinging, that's one of the resources you have because your health
01:44and your focus meter.
01:45Yeah.
01:46They are not, they don't regenerate so you kind of have to start paying attention to your resources so to
01:53speak.
01:55So we're going to go stealthy and see if we can kind of, kind of distract away and see if
02:00we can manipulate the guards to get through.
02:02It's a very big manner so we have to be, you have to like pay attention to all the guards
02:07that are here.
02:16So one of the themes we had for this level was this guy is kind of this genius person so
02:22he would kind of do weird things so we want to kind of symbolize it to having, you know, secret
02:26passages and secret things and a lot of like hidden things that he would hide from his wife or whatever.
02:33And it's kind of this intrigue story of what he's doing and so on. We won't give any spoilers here
02:37but there's like a, you start paying attention, you start reading documents, you'll start finding a lot about what's going
02:42on here.
02:43Sure.
02:43And why the Baron is here to pick him up and things like that. So we have a couple options
02:48here. He's used focus here just before and you can see like different things that were highlighted.
02:52Kind of give you an indication, okay, I could do a couple of those things and now you have to
02:56figure out how to, to use those things or get to that position.
03:01Yeah.
03:04So, you know, the ground is also a very important part for the Thief franchise. So you can also see
03:09like here this grass and grass makes less sound. So if he starts running, you're not going to make cause
03:15a lot of sound, which means it's a good place to hide if you start getting caught. Whereas on the
03:19rocks, you make a little more sound.
03:22What you can also notice is it's raining and that reduces the overall sound of that area. So there's a
03:28lot of these like variables that create the scenarios and make every setup very unique.
03:32It's a very textured environment, isn't it?
03:35Indeed. It's a, you can say that again. It's a lot of details and you know, there's, you saw, there
03:41was a, you heard like the barking of a growling of a dog, which is kind of like a proximity
03:45alerter.
03:47So you have to kind of pay attention to whether or not you, if, if you agitate the dog, it's
03:52going to start barking and attract guards.
03:54Yeah.
03:55So there's a lot of things that you have to pay attention to. And you know, some players and you
03:58start knowing the map, you could be able to go through it faster and you'll know what the boundaries are.
04:04Somebody who's just playing them, this, it's going to take a while to figure out what can I do? What,
04:08what options do I have?
04:10So as the man who, who's kind of leading up design on, on kind of areas like this in the
04:15game, I mean, how many potentially kind of how many alternative ways are there into a place like this?
04:19So in this particular case, there is what I call a sub way, sub multipathing where you have a multipath,
04:28but it divides into two multipathing.
04:30Gotcha. Yeah.
04:30So it's like, it's not just the number. I think the, like the large scope of things, like I think
04:35there's at least four, but some of those split into several ones and you can combine them with other.
04:40Yeah.
04:40Depending on maybe where the patrol of the guard is or if you have the correct tool or, so there's
04:44a lot of options and we didn't really want to tell, make it, you know, like staccato design.
04:49We want to kind of keep the fluidity of if you want to adapt and you know, some paths might
04:53have a, might have a loot in there.
04:56So you can go there, grab a loot, turn around, go back to get a more optimal path.
05:00Gotcha.
05:00But if you're maximizing, you want all the loot, you have to figure out which one in which order to
05:05do them in as well.
05:06Oh, okay.
05:06So naturally traps is a part of it. And as you see here, in this case, we've upgraded and bought
05:12a tool that is a specific hardwire clipper to be able to disable traps.
05:20A man with much to hide. If the situation was different, I'd take the time to enjoy this.
05:26So there's a lot of things just, there's of course the bow and arrows and a lot of different arrows
05:30that are even non-aggressive.
05:32The water arrows back from the original Thief franchise.
05:36You know, it's good to be able to manipulate around.
05:39So what we found here is one of the secret passages and voyeurism is also a very important part to
05:45see kind of what's going on.
05:46I think in this particular case, you can hear there's a guy in there talking.
05:52It has to make sense, right?
05:53So, for example, the architect would use this to sneak out in the middle of the night or whatever.
06:00And he needed a way to make sure that, you know, the other side was covered, that there was nobody
06:04there.
06:04It was clear.
06:06So we kind of like, okay, how do we make these words not just be holes in the wall you
06:09can see through?
06:10How do we make it so that they make sense within the context of the location?
06:12Yeah, yeah, sure.
06:13I think one of the designers made it so that if you look at this hole in the wrong time,
06:18you know, the chef's going to be right in front, you know, scratching his private belongings.
06:22So you might get in for, you might be careful when you look through those variables holes, you might get
06:25shocked.
06:26It's one of the things about the game, which I always, I mean, if it was going to be true
06:30to the original games, which I played quite a lot, you know, like it's really hard to show off how
06:35you, you know, because you spend so much time just standing still and, you know, listening for stuff and watching
06:40patrols.
06:41And it must be really difficult for you guys to get across, you know, the kind of the patience that
06:45you need to get to really get the most out of the game.
06:48I think there's a large part of it, which is just the voyeurism of being in a place and hearing
06:53people talk about subjects and giving you clues.
06:56And naturally, you can just break that, you know, we don't force you to listen to.
07:00We want you to kind of, if you're that kind of player that takes things in your own pacing and
07:05takes it slow, you pay attention to environment, we want to reward you.
07:08They want to give you something, they'll give you clues or just give you entertainment.
07:13Yeah, yeah.
07:14And that's, you know, that was always a big part for us to make sure that happens.
07:17Producers' worst nightmare because, you know, you might not see it or you just do anything and you will break
07:22it.
07:22So far as I say, it's a reward system for the players who give that, give themselves that extra time.
07:33That looked painful.
07:34And there's the blackjack.
07:35So he used the bottle here to call down the guards.
07:38He heard something, hey, wait a minute, something happened down there.
07:40And he went down and he was taken out.
07:44So isolating guards, because there's also, the chef is still up there.
07:47So if he were to see the guard get taken down, he would panic and then run to get other
07:53guards.
07:55Uh oh, so now he's going to have trouble because if he sees the dead body, he's going to start
07:59panicking as well.
08:01Somebody's here.
08:02They won't know where you are, but they'll know that you're in that area.
08:05I'd be alarmed.
08:06I would be alarmed.
08:07And what was that firing the shot into the ceiling?
08:08Was that to try and distract him?
08:09Yeah.
08:10In this case, we were a little off.
08:14Oh, yeah.
08:15It's okay.
08:16Also notice there's glass here on the floor.
08:18Yeah.
08:18And that propagates sound a lot because you have the cracking sound when you put pressure on it.
08:22Yeah.
08:23So just paying attention to your environment.
08:25So as we have grass to help players get away, there's also the opposite.
08:30And that's just kind of like, pay attention.
08:32The small things make a huge difference.
08:34Now even when I was playing it earlier on, you know, it kind of brought back memories of playing the
08:37original games.
08:38As soon as I saw a piece of carpet, I was like, yes, get on the carpet.
08:42And they function as grass as well.
08:43They kind of just dampen the sound.
08:45Yeah.
08:45So if you have a guard or somebody who's walking, you can, you know, speed up the process, just running
08:49over to him, pickpocketing or taking him down as you see fit.
08:53Gosh.
08:54Depending on your play style, of course.
08:56So I think that's, I think those things is not something you, you know, reinforce upon players.
09:01This is very important, but it becomes, when you start mastering the game, becomes a vital part of that game
09:06loop.
09:06Yeah.
09:08And for those who don't know what the difficulty is very important for us as well.
09:11So we have like regular, like easy, medium, hard corresponding difficulties, but we also have a customized mode.
09:18So for those who are very competitive nature, you know, they can go in and they can set some pretty
09:24hard constraints on playing this game.
09:27For example, my favorite is the Iron Man.
09:29Right.
09:30Which is if you die, it's permanent.
09:32Right.
09:33This is, this is, this is, this is, this is going to put up the tension.
09:35At any stage.
09:35I'll ensure you that.
09:37But also there's other things like if you get seen, you die.
09:41Right.
09:42And you can combine those two and then you can see how this is going to get out of hand
09:45really quickly.
09:45So if you turn everything on.
09:47Yeah.
09:48We haven't actually been able to complete the game with everything on at the same time.
09:51Someone out there will do it for you.
09:53That's what we're hoping to prove us that they're better.
09:56So in this case, you found a secret button and a hidden safe.
10:03So presumably you could drive yourself crazy designing, you know, designing levels with that many variables in mind.
10:10Oh yes.
10:11We had, we had, we are crazy.
10:14That's for sure.
10:15No, there's a lot of things that we, like we had as a foundation.
10:17Here you see, for example, that are also that gives a hint to, so where one of the secret entrances
10:22are.
10:22So there's a lot of clues around.
10:24We wanted to start with a baseline.
10:26The way we design levels is that we, here's a scenario.
10:30This is, you know, the art direction.
10:32This is the narrative outline.
10:35This is the, you know, this is the, the gameplay challenges or the ingredients in this area.
10:40And then we kind of define a setup.
10:42And then from that setup, that scenario, we start defining, you know, multipathing.
10:48We start defining what would be cool to do.
10:51What feels natural to, I want to go over there.
10:54I want to do this.
10:54Okay.
10:54How do we make that work?
10:56And then work, you know, through iteration.
10:58Yeah, sure.
10:58To, to create those experiences.
11:00When do you know it's finished?
11:02Well, it's never finished.
11:03When you run outside.
11:04It's one of those things that you can, you can keep on polishing for a long time.
11:08Yeah.
11:09At some point, you know, we're still discovering that people don't know all the secrets.
11:14Yeah.
11:14So that's where the level signers come in and they, they have to know their level and all their secrets.
11:19We were playing the other day and, and one of the marketing guys were watching us.
11:23He's like, what?
11:24You can do that?
11:26And he's been playing it like forever.
11:27So it's kind of funny.
11:29Yeah, yeah.
11:29In this case, we actually saw here, we used one of the chandeliers to pull down, cause a
11:36distraction and pull down the guard so we can take a takedown position.
11:40That has, of course, more consequences.
11:41You could drop the chandelier on his head too, if you wanted to get him in the position.
11:45Okay.
11:45So chuck a bottle or something to get him downstairs.
11:46Exactly.
11:47And you could also, also a bit, also have secondary effects like the chandelier actually produces
11:52glass patches around where it fell.
11:54Right.
11:54So now this becomes a more hostile sound propagation area.
11:59And even things like doors, if you close the doors behind you, that stops sound, limits
12:04how far sound can travel.
12:06Oh, nice.
12:06So you want to close doors behind you in case you end up in getting in trouble.
12:10Servant of the lion, by order of the Baron himself, Elias Northcrest, you are to present
12:16yourself to his watch.
12:18No sense waiting out here with the gate crashers.
12:21Master Eastwick, it'll go easier on you if you come willingly.
12:26I think one of the funnier things you can find in this game is you can do exactly what
12:32he's doing now is to sneak behind a guy, right in the open, and then steal something right
12:40behind his back.
12:41And he never knew you were there.
12:43This has kind of this weird insult to it, to the guard, that goes beyond just knocking
12:48him out and taking the loot.
12:50This is just the biggest insult you can do to a guard.
12:54Again, that's what Thief is to me, and I'm sure lots of players as well, is the kind
12:57of stuff where your heart's in your throat and you're hoping that no one turns around
13:01and you want to just quickly, quickly and then run away.
13:04Yeah, we call it the hold breath moments.
13:06Yeah.
13:06You're like, okay, I'm going to do something really crazy now, and let's go.
13:10And sometimes you succeed, sometimes you don't.
13:13Sometimes you restart.
13:14A lot of times you restart if you're that kind of player.
13:18I said I've often seen the master enter here but found it empty when I check upon him.
13:24You haven't ever nosed about for it.
13:27No, of course not.
13:28It wouldn't be my place.
13:30Ugh.
13:31So here you saw, for example, focus vision again.
13:33Come on, the mulberry.
13:34Or we could help just filter what happens around what's interesting objects.
13:39And we have alerters as well.
13:41We have the dogs we talked about outside.
13:42We also have birds.
13:43Yeah.
13:44And birds, they react to movement and a lot of sounds.
13:46In this case, it actually attracted the guards in the room to go like, okay, they heard something.
13:51What was going on?
13:51And they're investigating this sudden disturbance.
13:55So it's like even these subtle details of not just being guards everywhere but even within a room could be
14:01smaller subtleties.
14:03They're making noise.
14:04Go see what it wants.
14:14Go see what it wants.
14:17Stay alert.
14:18Just stay alert.
14:20What does that have been?
14:21So he's going to make a break for it and see if he can solve the puzzle before the guards
14:25go into his back.
14:26Taking out the lights really limits how far the guards can see.
14:30So you're like, of course, you're a trained professional.
14:33So you have a much more keen eye.
14:35So what you see represents like kind of what Garrett would see.
14:40So he sees more in the dark than a regular guard.
14:43That's exactly the kind of moment that I tend to, I know I've got to do something quite technical, you
14:48know, small scale puzzle solving.
14:50And my hands are all over the pad and I mess it up.
14:52Actually I found the lock picking and the kind of the puzzle, the kind of fidelity of it was just,
15:00you know, just right.
15:01And I didn't use focus for it but, you know, just challenging enough that you couldn't blitz through it too
15:06easily.
15:07I need those plans.
15:09So we skipped ahead a little for the spoilers sake, but here he acquires the blueprint.
15:18Don't move!
15:19Don't even!
15:20The Architect!
15:21Murder!
15:22Cut back, Andy!
15:24Kill him!
15:44Evening!
15:45Be watching!
16:18Let's see.
16:20This opening at the base, some sort of steam vent or exhaust shaft, would be suicide to break in through
16:25there.
16:26That should buy me back the element of surprise.
16:29And what's this?
16:30The Baron's great safe.
16:33Rumored to be the size of a house and filled with gold.
16:37Rumored.
16:38So we'll continue on this mission for now.
16:40We'll leave that up for later.
16:43What we can do is we can go back and we can try to see how we could have solved
16:47that differently.
17:11Ooh!
17:26There's a big gap in the middle.
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