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Filmato dietro le quinte di Spec Ops: The Line, sparatutto militaresco che promette grande azione. Si vedono sequenze di gioco.
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00:18SpecOffice the Lion is a
00:19third person military themed shooter
00:21with a focus on a dark and mature narrative
00:23which follows a squad of Delta Force
00:25operators into Dubai
00:27on a rescue mission
00:33The setting of Dubai really influences the style of
00:35combat in Spec Ops the Lion
00:36The unique architecture that's there does some
00:39really interesting things with our combat space
00:41We draw a lot of inspiration of the way
00:43things were built there, like the scale is
00:45just really over the top
00:46and as an art team we use that to
00:49translate it into our game environment
00:50so all the spacing is bigger, everything is a little bit
00:53more grand and
00:54and spectacular
00:58The city's been covered with millions of
01:00tons of sand. It really provides
01:02sort of a very new and fresh
01:04combat experience
01:06One of the elements that's very interesting
01:07is the fact that you're quite often walking
01:10on what you perceive to be solid ground
01:12but actually you may be walking on
01:14a dune that's covering a 30 story
01:16skyscraper. During combat
01:17you have to constantly be thinking about
01:19where you're standing and where you're located
01:21and you may even tumble through
01:23a skylight in a building
01:25into an entombed space that's been covered by sand
01:27Throughout the game the player encounters
01:29opportunities to leverage the power of the sand
01:31to help him basically to kill enemies
01:33or open new pathways
01:35You basically see sand piled up behind the window
01:38and you shoot the window
01:39and sand comes pouring out
01:41So there's a number of locations in the game
01:43where out of the narrative grew an opportunity
01:45for us to let the player make a choice
01:46This is a test
01:48Yes, it is. The civilian on the right
01:51stole water
01:52The capital defense
01:53The soldier on the left was sent to apprehend him
01:56which he did, killing the man's family in the process
02:00So these are not binary choose A to do the good thing
02:03or choose B to do the bad thing
02:05types of choices that are presented to the player
02:08When you make a decision in the game
02:11what we wanted to achieve is that
02:13you sit there and you really question your own moral
02:17and you question your own values
02:19Wow, what happens in Dubai stays in Dubai
02:23After a battle in Spec Ops The Line
02:25there's rarely a situation where all the enemies are dead
02:28They're typically laying on the battlefield
02:30bleeding out in horrific pain, in agony
02:33The player can choose to react to that in a number of ways
02:35and one of the ways that he can do that
02:37is by utilizing executions and executing those enemies
02:40Since Spec Ops The Line is a realistic shooter
02:43and you're up against humans with guns
02:46it was always very important for us to make sure
02:48that there's enough variety in gunplay
02:50and in enemy behavior
02:52so we created all those different enemy types
02:55to make sure that there's always enough variety
02:58and fun to fight those guys
03:00It was too close, Walker! Take this guy out!
03:05Is that all of them?
03:07I think we're clear
03:08What about the civilians?
03:10The 33rd get away with any of them?
03:11Yeah, they did
03:13The campaign in Spec Ops The Line is heavily influenced
03:16by the people who are left there in Dubai
03:18after sandstorms have ravaged the region
03:20This element of survival in a combat scenario
03:23permeates into the gameplay itself
03:25Many of the conflicts in the campaign
03:27actually have to do with those survivors
03:28and these elements of them trying to provide for their families
03:32and protect them from the situation that they found themselves in
03:35This element of civilians being found in the middle of combat scenarios
03:39adds a lot of tension to the combats in Spec Ops The Line
03:41The CIA doesn't start, we can't finish
03:44Well now's the time to prove it
03:46because I'm not telling you shit
03:48No!
03:49What the hell?
03:52What we wanted to achieve was that the player really
03:55not only makes the decisions as the character
03:57but also as himself
03:59as a person
04:00as the human in front of the console
04:03We hope that this invites players to think about
04:05what wartime scenarios are really like
04:07for the people that are trapped within their context
04:09Well
04:10also
04:34as a person

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