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  • 8 ore fa
Warner Bros. Interactive Entertainment e DC Entertainment pubblicano oggi un nuovo videodiario sul "Dietro le Quinte" di Infinite Crisis.
Il team di sviluppo Turbine discute dunque della lavorazione sul nuovo multiplayer online battle arena (MOBA) ambientato nel leggendario universo DC Comics, popolato dai celebri eroi e villain della casa editrice americana. In particolare, in questo video il team di sviluppo discute di quanto sia fondamentale il "Multiverso DC" nel design del gioco e in tutti i suoi aspetti.
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00:00PEGI SEDICI
00:27Infinite Crisis
00:29is kind of my dream project
00:31in that it is a world where you can take all the DC heroes you knew and love
00:36and you can see their twisted reflections, their dark mirrors,
00:41their idealized versions, all of them on the same page.
00:44It is the most broad, open-ended set of universes in any comic universe,
00:51especially since the introduction of the multiverse and the Elseworlds.
00:54There really are very few things that we can imagine and think of
00:57that can't be contained inside the DC universe.
01:00Geoff Johns, he's a visionary and he's also a person who legitimately understands,
01:05like, hey, these are our characters, I'm going to not only trust you with them,
01:10but ask you to do what you need to do in order to make the best possible game that you
01:15can make.
01:17I feel like DC has become absolutely integral to just the experience of the game
01:23because without the DC multiverse this just doesn't work.
01:28With what we're trying to do, you know, pushing the characters and telling the same character's story in multiple different
01:33ways,
01:34it's all tied in really well with the existing DC setting.
01:40One of the biggest things that we bring to the table is the recognition that comes with seeing a character
01:45that you knew when you were a child.
01:48When you take these characters that are larger than life and you put them in a game,
01:52seeing Batman, seeing Wonder Woman, these characters are people that resonate with you in a way that really a lot
01:58of other characters from most other world games cannot.
02:01When we try to interpret a well-known character for the game, we try to find those elements that are
02:06iconic.
02:07So when you take someone like Green Lantern and his constructs, he can imagine and create anything.
02:12We can't have him do that because, well, there's a variety of reasons why that would just be a bad
02:17idea for the game and for the feasibility of making him.
02:20So we try to find things that are representative of him in his constructs.
02:24So he summons a giant jet and throws it at you.
02:27And that, of course, represents his sort of backstory as being that test pilot.
02:30We're always looking for ways to incorporate DC history and lore into the game
02:34in ways that make sense for a competitive environment.
02:37And one of the ways that I'm really proud of what we've done that is through the artifacts.
02:41Now, these are the items that players will be acquiring from the artifact foundry through the match.
02:46These are items that increase the power of their champion.
02:51So that makes them better able to deal with the threat at hand.
02:54And each of those items is named after an item from DC history.
02:59We have Two-Face's coin, we have Atlantean artifacts, things like that.
03:04And those items have a history to them.
03:07It's the history that, in a sense, gives them their power.
03:11The multiverse is our license to do almost anything we want.
03:15And I'm really excited by it.
03:17Being able to make an alternate universe version of Superman,
03:21specifically one that DC hasn't even explicitly made yet, is very exciting.
03:30The rest of it turned on when weka is saying a lot like that!
03:33I'm really excited from you.
03:33Today, Charlles, we're out and that's how We下 we're driving our different stuff!
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