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  • 18 ore fa
Gli sviluppatori SEGA hanno realizzato un videodiario in cui confrontano l'originale Castle of Illusion starring Mickey Mouse con la nuova versione HD, discutendo di quali elementi sono stati conservati e di cosa invece è stato cambiato.
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00:00Peggy 3
00:14When I was thinking about what people remember fondly about the game,
00:17at the time I think it was enjoying the thrills and getting the timing right when they played it.
00:23I think enjoying the game world and experiencing the fantasy world of Disney were a big part of it too.
00:30What they'll see in the 2013 version will be nothing like the old game in some sense,
00:34but I'm hoping that players can relive the same emotions when they play it.
00:39Taking something that was very iconic in the 16-bit era and thinking,
00:45well how can we take something that was really special, really worked well,
00:48was one of the most iconic games of its time,
00:51and actually try and explore that in new ways with the technology.
00:54You have to be very mindful of what made the original so successful and why people loved it.
00:59and try and bring that forward without it being just, you know, literally a one-for-one remake.
01:06There were a lot of unique games at the time in terms of graphics or the general atmosphere of the
01:10game.
01:11Even among those, this game made an impression that still lasts, and now it's being remade.
01:15The fact that we're bringing back something nostalgic that people remember fondly as a game they enjoyed years ago,
01:20to me is the epitome of Disney.
01:27The original game, it just had a lot going for it.
01:29I think even the name Castle of Illusion was something cool.
01:31You know, straight away Castle of Illusion says,
01:33Oh, what's that? What's inside that castle?
01:36Then you've got Mickey Mouse, biggest character in the world,
01:38so straight away you're like,
01:39Oh, that's awesome, we're going to play Mickey Mouse through this castle of illusion.
01:42And it innovated on all levels.
01:44Camera, control, platforming, and I think the core gamers absolutely loved it.
01:49So that, in essence, it's a very simple platformer, but it grabs the magic of Disney, the magic of Mickey.
01:55It was my first time making a game, so I came up with ideas I thought might be interesting and
01:59things I thought would help flesh out the fantasy world
02:02without being hesitant about how difficult or unconventional they might be.
02:06In that sense, I think that helped us make a unique game.
02:11First, the animation was unique in that it used a remarkable number of frames in the animation for its time.
02:16We tried to use as many techniques from film animation as we could.
02:20Also, we put a lot of energy into the backgrounds for its time, packing in as much as we could
02:24given the memory constraints.
02:25I think both efforts paid off in terms of the game's graphic quality.
02:29A Disney animation is always moving, from beginning to end.
02:33At the time we were making our game, if you didn't do something on the controller, nothing would move at
02:38all.
02:39So we thought, if we want to bring Disney animations to life, we need things moving on the screen all
02:44the time.
02:46These days you see it in almost all games, but at the time, we were one of the first games
02:50where your character would move even when you're not doing anything.
02:54The amount of memory or VRAM that we had to work with at the time was really tiny.
02:59You need memory to make good, rich animations.
03:02But the way VRAM had been used prior to that point wasn't very well suited for animations like that.
03:07So we worked with the programmers to rebuild the system from the ground up to let us focus more on
03:12the animations.
03:13Once we got the animations where we wanted them, we adjusted the character's movements pixel by pixel for a better
03:19feel when the player controls him.
03:25When we were told to make a Mickey Mouse game, I didn't want to make a game that was just
03:28about Mickey being cute.
03:30Our focus was on how we could include the Disney world view from their classic movies.
03:35So rather than Mickey Mouse alone, we drew inspiration from the various classic movies that Disney's produced.
03:45Games at the time were 8-bit or 16-bit, so there wasn't really a lot of room to work
03:49with.
03:50Most people in the industry weren't putting a lot of work into graphics or creating animations that conveyed a lot
03:56of character emotion.
03:56When we watched Disney movies and Mickey, it seemed like such a waste to take the fluid animations and beautiful
04:03backgrounds and turn them into pixelated graphics.
04:06So I think we put a lot more work into the graphics than any other title at the time.
04:11When we were making the Dragon Balls for the candy stage, we couldn't figure out what to use for the
04:16dragon's body.
04:17Someone from Sega's US office sent us some licorice as a suggestion.
04:21Most of the team hated it, but I couldn't stop eating it.
04:24I was holding one of the hollow ones in my mouth and breathing through it like a straw as I
04:28worked and ended up filling the whole room with the smell.
04:32When we were working on this game, I was focused on animations and recreating the world of Disney.
04:38And now, modern technology can deliver Disney visuals directly and cinematically rather than via blocky pixel graphics.
04:45The new game will be able to recreate the world of Disney movies on a level that we weren't able
04:49to reach.
04:50The world the game creates, and the game itself as well, will be that much closer to the world you
04:56see in the movies.
04:57People will be able to enjoy that as they play.
05:00The original game had this, and it's there in the remake as well.
05:03The essence of Disney, a positive world of dreams, peace and imagination.
05:09It's the epitome of Disney, and I hope everyone enjoys that in the new game too.
05:18We're very fortunate to be still working with the original producer of the game.
05:23I don't think many other studios have ever had that opportunity.
05:28Sega actually approached us about this a number of times, so I've seen prototypes and ideas from other developers as
05:34well.
05:35But with SSA's prototype, it took me back to when I was working on the original game.
05:39It reminded me of things I was feeling at the time, or what was going through my head as I
05:43was working on it.
05:45That's a wonderful thing, and it made me really want to work with them.
05:48The prototype we delivered was actually to be presented to the producer of the original game.
05:53There is nothing like that as a goal to motivate a team, and then to fly a lot of that
06:00team over to Japan and present live.
06:03I myself was quite nervous. I feared that the producer was very tough, very talented.
06:08She did the original game.
06:09We were there in the meeting, everything was quiet.
06:11She walks in, everybody's very nervous.
06:15It went phenomenally well.
06:17She was happy, she was laughing, she enjoyed what we did to Mickey.
06:21For us to change the mechanics, we have to be very cautious.
06:25We can't steer too far away from the feel of Mickey, and we can't go too retro, because there were
06:31technology constraints in those days on what you could do with Mickey.
06:34So we've analyzed the feel of Mickey, the jump heights, the inertia, the turn, on the edge of a cliff.
06:42And we've been able to just knock it out of the park, all the animations, and now we're challenged by
06:47the feel of Mickey.
06:48So we feel we can move from the retro to retro plus.
06:52We can do more of what I think the gamers in those days would have loved, because of our technology.
06:57It's more lifelike, it's more fun.
07:00Woohoo!
07:02The lighting effects are taken into account the candlelight in the background.
07:06So all of a sudden the personality, the core pillar of the game, Mickey, is brought to life.
07:11And that's something that we really want to do with Castle of Illusion, is try and modernize Mickey, but put
07:15him in the context of what we had before in the original game.
07:18And our challenge then is to try and improve the animations, the look and feel of Mickey, the characters around
07:25Mickey, the environments that he's in.
07:28And even the music score is a massive part of that whole Disney package.
07:35Primarily we're able to do a lot more with the sound effects, the mixing, the environmental effects.
07:40I mean these are all things that we've come to expect without realizing it.
07:46If a fan of the original picks up and plays the new Castle of Illusion, I think they're going to
07:49be really surprised.
07:51I think they're going to feel like this is Castle of Illusion and I think we've played a few little
07:55tricks on them along the way.
07:56And I think if they're looking out for those things that they remember, they're going to see them and a
08:01few extra as well.
08:03That's the thing I'm most nervous about, when people who've played the game before get their hands on the new
08:08game.
08:08What will they think? I can't wait to find out.
08:11It's expressed in a completely different way, but the essence is the same.
08:15So I hope the enjoyment they experience from it is the same.
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