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  • 23 ore fa
Vediamo questo video della serie Radio Cobalt che mostra in azione il nuovo titolo pubblicato da Mojang, ma sviluppato da Oxeye Game Studio. Vi ricordiamo che il gioco è previsto per PC, Mac, Playstation 3 e Xbox 360 entro l'anno.
Trascrizione
00:05Radio Cobalt!
00:24Hey guys, hello and welcome to episode 4 of Radio Cobalt.
00:29It's Owen here and I'm joined by...
00:32Pontus.
00:33And Daniel.
00:34And Daniel, these are the developers on Cobalt, so you're getting the information straight
00:38from the developer's mouth, so to speak.
00:43Yeah, indeed.
00:44So, we've discussed many aspects of Cobalt in the previous episodes, and in this one we
00:48thought we'd go into more detail about online competitive play.
00:53Pontus, why is Cobalt so much fun in multiplayer?
00:57Why is it so much fun?
00:59Yeah, well, that's an easy question to answer, I would say.
01:05It is fun because there's so many modes of defeating your enemies, and also, as I've said many times
01:12before, it's fun even if you don't, even if you die, it's fun to die as well.
01:17You seem to talk a lot about enjoying dying, Pontus.
01:19Is this some kind of message about your playstyle?
01:23Oh, it's deliberate death again!
01:25Well, yeah, well, it's sort of morbid, I guess, but it's a hobby of mine.
01:31I just like bidding.
01:33Sorry, so carry on.
01:34Let's, well, we could talk a bit about our, just as a demonstration, our favorite modes
01:39of killing our enemies.
01:42Yeah, sure.
01:43Daniel, what's your favorite?
01:44I mean, when Pontus is getting cocky and he tries to beat me, I like to make a really
01:51precise roll with a grenade, charged up, and then I like to toss it across the entire map
01:58so that it perfectly explodes in his face.
02:00That's, wow, that's actually exactly what I was going to say.
02:04That's my absolutely favorite way of killing enemies.
02:07The thing with throwing grenades is it's not just a case of looking at your enemy and throwing
02:11a grenade in Cobalt.
02:12There's a kind of distance you can throw a grenade kind of naturally, so to speak, but...
02:17Well, definitely you can just push the button and throw it, but that will only get it so
02:21far.
02:22There is a physical element to it as well.
02:25I mean, Cobalt, it's a lot about rolling.
02:29If you're watching the video right now or you've played it, you'll know it's Cobalt.
02:34It's, that's how I roll, that's our motto.
02:37And when you sort of use that roll in a grenade throw, you can get it further, it's just simple
02:45new tonic physics.
02:47And it's really satisfying to get it right.
02:50Hmm.
02:51So basically just standing still, tossing it gets it one length, running forward and jumping
02:56and tossing it gets it another, and then running forward, jumping and rolling and releasing
03:00in the roll gets it even further.
03:02See, I like, I like that, that kind of, the way there's a skill ceiling to even throwing
03:08a grenade, you know?
03:09That's kind of cool.
03:10Yeah.
03:11And that's why I think you can play it with people who are kind of similar level to you
03:15when you have a cool match, and it's really fun, but you can also get in these kind of
03:19matches where everyone's using these elite kind of tactics, you know, and you can even
03:24end up killing the guys who use elite tactics quite easily as well, but it kind of, it adds
03:28an element of panache, a bit of style to the way people can play.
03:31Definitely.
03:32What other cool ways are there which you can kill people?
03:35Well, let's talk about the defense against the grenade of doom coming from Daniel this
03:41time.
03:42I would, well, I would wait for the slowdown effect to kick in, which happens when the
03:48grenade is coming closer.
03:50I would switch to my fist, or my melee weapon, and I would punch the grenade, hopefully getting
03:59out of harm's way, ideally punching it back to Daniel.
04:04Yeah, but since I time it so perfectly, that's not going to be possible.
04:08I mean, getting it back all the way to me.
04:10Alright.
04:10That sounds silly.
04:11No.
04:12Let's…
04:13Let's…
04:13That sounds silly.
04:15Let's see if that happens.
04:16That's a silly, unlikely scenario.
04:18But it's…
04:18You'll definitely get it out of harm's way.
04:21Yeah.
04:21I'll buy that.
04:21Talking about grenades, another fun thing with Cobalt is that all the pickups are destructible,
04:29even other grenades, so if you throw a grenade at a grenade that's on the ground, it will explode
04:34as well as sort of creating a chain effect.
04:39And that's especially fun for you to throw it at one of the larger grenades, the thermal
04:44bomb that will set off chaos throughout the whole map.
04:48Nice.
04:49Mm-hmm.
04:49I think one of my favorite things to do, it's…
04:52I think it's a lot simpler than…
04:54Simpler than your…
04:55Die, yeah.
04:56A lot simpler than your guy's techniques, I think, is you can simply deflect a bullet
05:02by rolling.
05:02Now, the thing is, because time slows down so much when the bullet comes in the vicinity
05:07of your player, it's actually quite easy to kind of roll and deflect the bullet back.
05:12I mean, you end up in these close-range encounters where a guy will kind of…
05:17I mean, another thing, you can jump and you can slide along the ground.
05:20So a guy can jump, slide along the ground, shoot a bullet, the other guy rolls, bounces
05:27it back to the first guy, who then rolls back, bounces the bullet, deflects the bullet back,
05:33and takes out the original guy he was aiming at.
05:35So, these are the moments that it sounds like, oh, that's the kind of stuff that, you know,
05:41it'll take ages to pull off, but you can do this stuff really quickly and easily, and it
05:45kind of…
05:45It happens every, you know, few seconds.
05:48Yeah.
05:49Which is super cool, I mean…
05:51This also segues into another favorite strategy of mine, which is forcing the roll,
05:56and then entrapping him with the grenade.
05:59Yeah.
05:59Which is…
06:01You basically shoot at whoever your target is, hopefully they will try to roll then,
06:07instead of jumping aside or something, which forces them into, like…
06:10They're in a roll and they can't abort the roll, so you quickly plant a little grenade
06:16in the path of their rolling.
06:18Yeah.
06:18And hopefully they will explode.
06:20I mean…
06:20When players…
06:22When people start playing cobalt, like, the first minute what happens is that they're
06:26just running around dying.
06:28But then you show them the roll button, and they understand that that's a basic game
06:33mechanic for cobalts.
06:34And then they start rolling all over the place, and they realize, well, this is fun,
06:37but also, is this all I'm gonna do now?
06:40Roll around and deflect bullets?
06:42But at the next tier, you realize that there's a strategy to forcing someone into a roll,
06:47or to timing a shot so that you hit the player at the end of a roll or at the
06:53beginning
06:53of a roll.
06:54So there…
06:54It's not only about rolling around and deflecting all the time.
06:58There are strategies to counter the roll as well, which makes it really, really fun.
07:03Also, some weapons are really high rate of rate of fire, and you usually want to be
07:08able to lay down a lot of bullets towards the enemy.
07:11So if you manage to dodge bullets coming at you instead of rolling, you can keep aiming
07:16at them for a longer period of time, which makes your bullet output a lot higher than
07:22if you would just be spinning and shooting in all directions around you.
07:26So that also comes into play.
07:28You should know when not to roll and just try to dodge instead, just to keep the bullets
07:33going downrange.
07:35Another thing about the kind of mechanics of it.
07:38I think if you look, if you watch the footage, you might kind of think that Cobalt works like
07:42a kind of twin-stick thing where you're kind of manually aiming all your shots, but in
07:47fact what happens is you kind of have a certain degree of lock-on, don't you, on the other
07:52characters?
07:53How does that work and why did you put that in?
07:55Well, I think early on we didn't even have roll.
08:00It was only basically just shoot straight forward, jump, get to the same level as your
08:04enemy and then shoot a basic platformer shooter.
08:07When we added rolling, it became pretty obvious that it was hard to aim within a roll.
08:13So to that we added an auto-aim option, like when or option, it's actually on.
08:22When you're in a certain angle towards your enemy, the gun will aim towards that enemy
08:28with a certain delay depending on your suit and depending on your weapon and stuff like that.
08:34We also added the auto-aiming when you duck or when you stand in a certain way.
08:40So instead of being like a sort of WASD mouse-aim sort of thing, it's more of a timing thing.
08:48You time your shot within the roll when the weapon has locked on.
08:52So it's a lot about timing and just getting the timing right.
08:56I think that's why it feels kind of unique and you can pull off these awesome things.
09:01Like, you could easily jump from a platform and kind of headshot the guy below you with
09:07with the correct gun if you kind of time it correctly.
09:10I mean, they can obviously evade that shot, but it kind of bounces itself out and makes it
09:13be really dynamic and fun.
09:15Okay, so the online mode wasn't actually implemented in early builds of Cobalt.
09:23Why was that?
09:24Well, as Pontus said before, we never intended it to be even a local multiplayer game.
09:29It was supposed to be a single-played project from the very beginning, which in retrospect
09:34is of course sad, because I would have loved to have it from the start now.
09:39Because it's become trickier to kind of retrofit the online, I guess, and the multiplayer game.
09:45Yeah, adding multiplayer to an already existing codebase is always a struggle to itself and a challenge.
09:51But we are sort of, we're dealing with it basically head-on.
09:56And specifically in Cobalt's case, there are lots of gameplay elements which are an interesting challenge
10:02in themselves to synchronize.
10:04Many games that create a competitive online environment have either focus on dodging projectiles
10:13or hitting projectiles.
10:16I'd say the other cases where that is not accurate is games like Street Fighter or any, basically,
10:23fighting game where you have to hit and dodge all the moves all the time.
10:28But they use a very specific kind of online synchronization, which sort of depends on a very, very tight game
10:36state.
10:36So very few things change and roll back and synchronize.
10:44While Cobalt has, I don't know, 10, 20, 30, 40 projectiles flying around
10:49and bullet time everywhere and grenades exploding.
10:52And timing is important.
10:55Exactly.
10:56So the challenge with Cobalt is that you want to dodge bullets and you want to hit bullets.
11:04and both of those performances are very dependent on timing.
11:08Rolling the millisecond before you get hit by a bullet.
11:12Or shooting the millisecond where your gun is aiming in the right direction in a roll.
11:16So synchronizing all that with latency, that's the big challenge.
11:21It's something that we've been looking forward to, or looking, or hoping to have for a very, very long time.
11:28So I think both me and Daniel are just excited to try at least and have it work out.
11:37Because personally I believe it's going to be pretty awesome together.
11:43Sweet!
11:44And don't forget guys that there's a build of Cobalt you can play now for PC and Mac,
11:49which includes local multiplayer modes along with little snippets of the other modes.
11:55I think we've got some challenges in there and some single player campaign.
11:58It's already, it's in early, well, are you calling it me? Alpha now at the moment.
12:03But yeah, you can check that out right now.
12:05And if you'd prefer to wait for the finished versions,
12:08then you will be able to get it on Xbox 360, PS3, Mac and PC sometime this year.
12:14And of course if you buy into it now you'll get the full version. PC that is.
12:20PC and Mac are separate from the console versions.
12:24Yeah.
12:25Cool.
12:25Okay.
12:26Thanks dudes.
12:27Well, yeah, have a nice day and we'll see you next time.
12:30Thank you.
12:31Oh wait, I should say something.
12:35You do normally interject at this stage.
12:38I have something to say.
12:40And this is one of my favorite ways to slaughter punters.
12:44And that is, I like to trap them in a corner with a clonk.
12:49And it's, you know, it's not a sophisticated way.
12:52It's not very complicated.
12:55It's just very satisfactory because you know when that clonk lands and he's like in that corner,
13:00you know, it's just, you know, he's doomed basically.
13:04It's a matter of time.
13:04It's a prolonged killing.
13:06Yeah, he gets pushed up in the corner by the lightning bolt
13:09and then it just gets heated up slowly to his inevitable overheated death.
13:14So you have time to actually look over your shoulder and look at my teary eyes.
13:17Yes.
13:17I'm just like, yep.
13:18You guys have some issues.
13:19I got you.
13:21Serious issues.
13:22Okay.
13:23Thanks guys.
13:23See you next time.
13:24Bye.
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