00:00PEGI 16
00:30What is it that makes superheroes compelling?
00:32What is the thing that makes a superhero larger than life?
00:34What is the thing that really sells a superhero as being so much more than basically a common man?
00:41Really the catastrophic event system is driven by the concept of we want a world.
00:46Always feeling the impact of these superheroes, always reacting to these superheroes,
00:49allows them to do things that basically can clear out entire city neighborhoods as part of their action.
00:55These are tiny gods walking around. They can punch cars and dent them and things like that.
01:01So we wanted the game to reflect that.
01:03The destructive environments really help to sell your role as a hero or villain in the world.
01:09Something can happen that can slightly alter it and create these new opportunities for you and for the other players.
01:14Nothing is really routine.
01:16If I'm playing a super villain or a superhero, I expect things to break all around me.
01:21I'm just that powerful.
01:22The world around me should constantly be impacted by my fighting with you.
01:27Because we're both, you know, larger than life. We're both superheroes with a lot of power.
01:32And so we need to see that evidenced all over the map.
01:36Catastrophic events are gameplay and they're things you can master because you can anticipate them
01:40and we're not going to surprise you with them. You know they're coming.
01:44But they look amazing and they have a big impact on the map.
01:48They are things that cause you to rethink your strategy at a certain point.
01:53Whole parts of the map might become impassable. Your routes that are really fast before are now.
01:58You have to take a longer route around. You want to have some say over how that's happening.
02:02You want to drop that rock on your enemy's base and not have them do the same to you.
02:07And as soon as you introduce destruction into it, everything just feels bigger.
02:13When you have, you know, guests like Batman shoot off his giant bat scream missile and it's tearing across the
02:20map
02:20and cars are exploding and, you know, walls are falling down and everything's responding to it,
02:25that feels like a really powerful attack when Doomsday is, you know, pounding on the ground
02:29and bits and pieces are getting thrown everywhere. It gives you a feeling of being powerful.
02:36You're not really a superhero unless you're picking up and throwing a car.
02:39When you do make an impact and you do actually pull off a skill, you know, it feels satisfying.
02:44And it really should, you know, give people the sense that, yeah, you're playing well, but it is a strategy.
02:50But at the same time, it feels pretty good to kick someone's butt.
02:55I mean, the kind of thing is that there's no one is a target.
02:58I mean, having that experience is being inspired by the scene of confidence in a happy life,
02:59what do people want to think?
02:59You know, you know, and you're in that way, and you're carrying that risk.
02:59And the whole thing is a priority to, I mean, if you're looking for a reason and doing it,
02:59It's all that way.
02:59I'm not a person, and I'm not a person.
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