00:00Peggy 16
00:30I have an idea of how I want a story to be played
00:33So we try to render David's idea into a game and see with him if it matches what he had
00:38in mind
00:38In case it doesn't, we go back to the writing stage and keep working until the result perfectly matches David's
00:45vision
00:45What we try to do in Beyond is really an intuitive and immersive experience
00:50So we created a very discreet user interface with only white dots on screen and very simple controls
00:58We wanted to revisit the action system and go for something that would be more invisible and more intuitive to
01:05the player
01:05We didn't want the interface to be a barrier
01:08We wanted the player to focus on what he's doing on screen and not on how to do it
01:14Immediately the player will forget that he has a controller in his hand and will just jump into the screen
01:19One of the major resolutions in Beyond is the way Jolly Holmes moves
01:23Depending on the context, depending on your emotional state
01:26You see the character of Jody moving differently, walking differently, looking around differently
01:31And most importantly, to give the player the feeling he's really in control of the character
01:35He can do almost anything he wants to do
01:38He can talk to other people, interact with objects, and also run, jump, shoot, drive a motorcycle, or even ride
01:46a horse
01:47What was really challenging also is that the story goes on for 15 years of Jody's life
01:53When Jody's a kid, for instance, you can do different things than when she's a teenager or an adult
02:00Giving this much animation to a character, it's really new
02:03It has never been done to that extent and it really makes the character come alive like never before
02:09We wanted to have these new mechanics with Aiden
02:13I wanted to give this feeling of flying around and going through matter and through holes
02:18So we started making some research on how a ghost would move or even a fish would swim underwater
02:23We thought that using Orbs is an interesting approach
02:26It would give us this physicality that we need to interact with matter
02:29It became really something natural to assign them to the two analog sticks
02:34And have to play with them, to focus them more on the opposite, to split them apart
02:40During the process of this production, we made what we call user tests
02:44You just watch people playing and you see where they succeed, where they fail
02:49If a player don't get it right, it's only our fault
02:52So we worked very hard to be able to correct it and give the best experience possible
02:56After each user test, it's meeting after meeting just to find the good solution to every single issue the player
03:01may have had
03:02I guess what we're looking for with the gameplay is really to find an interface that will allow you to
03:07play live
03:08And we try to get closer and closer of the ideal interface where you don't think anymore, you just do
03:14it
03:26And if you can also tell us what we're just going to change and closer to the edge
03:30More clarity about their abilities without allowing yourself to stop your ability without holding reciprocating
03:30And sorry to interrupts up that I undrever Dan
03:30It's the one thing that we can't wait for you to have going is to be able to take certain
03:30changes
03:30You just didn't have enoughura that some changes, the pain might remain in the case
03:30What do you do?
03:30I think that it's been a really neat point
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