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Videodiario "The History of Worms" per Worms Revolution.
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00:12Well, Worms initially started as a one man project, it was conceived by a chap called Andy Davidsson
00:18It was a game that he wrote as a multiplayer title, something that he and his friends could enjoy
00:22He actually wrote it while he was still doing his maths A-level at school
00:25I think it was a bit of an ambition or a dream for Andy that one day the game might
00:29get published
00:30So he took it to a trade show in the UK, Team 17 stumbled upon it and signed both Andy
00:36and the game up
00:38It came in house, it was developed, it came out first on the Amiga, it was launched in 1995
00:45The game came out at a time when 3D graphics were popular, you had consoles like the Playstation coming into
00:50prominence
00:51So from some quarters it initially received a little bit of short shrift because it had a simple appearance
00:55But it was difficult to argue with the addictive quality of the game and it went on to become a
01:01commercial and critical success
01:03How has Worms changed?
01:05Well over the years there have been quite a few iterations of Worms
01:08The most dramatic change probably came in the mid 2000s
01:11The game made a couple of appearances in 3D
01:14These appearances were solid enough titles but they seemed to have a little bit of a mixed reaction
01:19And that was mainly due to the fact that there were natural changes to the gameplay brought about by the
01:25game just being in 3D
01:27It lost a little bit of its defensive qualities
01:30Some of the strategy suffered a little bit and it became more difficult to make shots in 3D and so
01:35on and so forth
01:37Following those 3D versions you got the emergence of digital platforms like the Xbox Live Arcade service from Microsoft, Sony's
01:45PlayStation Network, the App Store etc
01:47And when we launched on these platforms the game went back to its 2D roots and sort of got a
01:53new lease of life really because it was really successful on those platforms
01:57Can you tell me about your own involvement in the series?
02:00To some degree I've been involved with every Worms game almost every Worms game since 1999 starting with Worms Armageddon
02:06on the PC
02:07I think my first role as a lead designer was in 2006 with Worms Open Warfare 2 on the PSP
02:13and DS
02:14So, if my maths are right, the original was 17 years ago and brings us to Worms Revolution
02:19Can you tell us more about Worms Revolution?
02:22When we first sat down to think about what we wanted to make in this latest Worms game
02:26Our first port of call was to establish some aims
02:29We were very conscious of the history of the brand, where it came from
02:32The number of games that we'd made before that
02:35And kind of, I suppose, to a degree
02:38We wanted people to take notice of this game
02:40We wanted a version of Worms that was essentially a game that could compete with the other high quality products
02:45on those same spaces into which we'd be releasing
02:47We didn't want to make just another Worms game
02:49Terms like a next-gen version of Worms were banded around a lot
02:54So, we basically established that we would need a new engine
02:58We wanted the 2D gameplay that the series was known for
03:01And we needed some new features that would evolve the brand in meaningful ways
03:06And the result was really a completely new engine
03:08We didn't want to use the 2D engine that we'd used in the past
03:11Because we felt that that might limit what we were able to do
03:13And we were also worried that it also might end up looking similar to those previous games
03:18Which wasn't what we wanted, basically
03:21And how does Worms Revolution fit into the series?
03:25Well, creating the game from the ground up
03:27One of the things that we need to consider is that none of the things from the old games are
03:31parted across
03:31None of that stuff comes across for free
03:34While we're trying to make something contemporary
03:35At the same time, it needs to be recognisable
03:38It needs to feel it
03:38It needs to play like Worms
03:39That's very important to us
03:41We have staff members working on getting the balancing right
03:44They've worked on numerous Worms games
03:45Such as Worms Arm again in the late 90s
03:48With the new engine, we've got gorgeous high-definition graphics
03:52We get a 3D landscape that, thanks to some very clever tech
03:55Deforms to the same resolution as the 2D games
03:57The game loses none of its defensive strategy with the landscape being in 3D
04:01If anything, we've got a host of new features such as different types of Worms, physics objects, dynamic water
04:07These increase the game's strategy
04:09You get situations in multiplayer games that just flat-out can't happen, don't happen in the previous games
04:15Each of these new features as well also allows us to bring something new to the single-player experience
04:20We can employ these to make more interesting missions, more interesting puzzles
04:23At the end of the day, I hope the end user feels that we've made something that's recognisably Worms
04:28But has a unique freshness to it
04:31Amazing!
04:32Oh dear!
04:34Remember me?
04:35Bye-bye!
04:37Bye!
04:38Bye!
04:39Bye!
04:39Bye!
04:40Bye!
04:42Bye!
04:42Bye!
04:43Bye!
04:45Grazie a tutti

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