00:01Peggy 16
00:19Infamous games have always been about really one core thing.
00:22It's this origin story that you get to live out.
00:25You're an everyday person who gets superpowers
00:27and decides if you want to use them for good or evil.
00:30Infamous Second Son is the story of Delson Rowe.
00:33Delson is a 20-something Seattle kid
00:36who develops superhuman abilities.
00:38And he deals with how society is treating
00:42anybody with superhuman abilities.
00:45It's a situation where this group of
00:47Homeland Security-type people,
00:49we call them the Department of Unified Protection,
00:51swarm into the city to eradicate
00:54all of the superhumans that are there.
00:56And it's his struggle against that group of people
01:00and kind of coming to terms with how he feels
01:02and how his family feels about people
01:04who have these superhuman abilities.
01:07In a book or movie, you're going to tell one story, right?
01:10And it's going to be your story.
01:12You're going to tell a specific story.
01:14Whereas a game, you're going to partner with the player,
01:17or sometimes a group of players,
01:18and you're going to tell a story together.
01:20And you're going to tell parts of the story,
01:21and they're going to tell parts of the story.
01:23And they're much more invested.
01:25They're much more engaged with the story that you're telling
01:27because they're participating in it.
01:29And the controller is the interface that the player uses.
01:34So the designer has video.
01:35They have audio.
01:36They have story and dialogue.
01:39They have all these tools for communicating with the player.
01:42The player only has one tool for communicating back
01:45and engaging in the conversation, and it's the controller.
01:48And the PS4 controller is significantly improved
01:51from previous controllers.
01:52We've always felt like the controller itself
01:54and the ability for the user, for the player,
01:58to express himself to us was the most important place for innovation.
02:04A lot of the improvements to the controller are about how it feels.
02:07So the sticks feel more responsive
02:08and the triggers feel more comfortable
02:11and the buttons feel crisper.
02:12All of those things really improve the quality
02:15of the gameplay experience for everyone who plays on the system.
02:19I think that stuff is so incredibly important.
02:22It's kind of the foundation that you build the house on.
02:24If you get that wrong, you just can't get anywhere.
02:26And so I think it's really, really important
02:28what they've done with the controller.
02:29But then there's also some exciting new things
02:32that give us as game makers a chance
02:35to try and get players small but exciting new experiences.
02:40And our goal is really to examine that and say,
02:42how do we, again, compress the distance
02:44between what the player is doing and what's happening in the game.
02:47And so the example that I'll give is there's a test that's been created
02:52in the infamous Second Sun universe to identify people
02:57who have the conduit gene, who could develop superhuman abilities.
03:00And that test requires a scanning of your finger.
03:03And so you have to go up, you know, sort of like going
03:05through airport security, but you have to go up
03:07and place your finger and get scanned.
03:09Normally, you would just have the player hit the triangle button or something, right?
03:13But with the PlayStation 4, you can actually have the player place
03:16the tip of their finger on the pad in exactly the motion that Delson is doing.
03:20That gives you a more direct experience.
03:23And again, we're not going to be having you press your finger
03:25during the entire game, but rather at these key moments,
03:28letting you express something in a direct way rather than an indirect way.
03:33One of the things about Second Sun I'm really excited to let players
03:36get their hands on are the control.
03:39We've really streamlined them so that you can use any of your powers
03:42whenever you want in all sorts of different circumstances.
03:46So people will be comboing the uses of their powers and their moves
03:49and their attacks really fluidly.
03:51We actually went through and we completely revised the control scheme
03:54to make it easier to learn and also kind of more expressive
03:58when you're using your powers.
03:59In order to be a frontline next-gen game, you have to be next-gen
04:02on a bunch of axes, right?
04:03You have to, you know, the first thing everybody looks at
04:06and thinks about is visual fidelity, and certainly that's an important part of it.
04:10And I think the thing that's so next-gen about this game is that
04:14all the next-gen things are kind of under the hood.
04:16You're not sitting there staring at a normal map.
04:19You're not sitting there staring at an amazing particle effect.
04:23No, you're looking at puddles, you're looking at rain,
04:26you're looking at a real building in front of you.
04:29It's also important that your AI and your particle systems
04:32and everything else have been stepped up.
04:34Our sound is all high dynamic range this time.
04:37Every single element of the game has to get, you have to turn over the rocks,
04:41change all of the underlying assumptions and improve them.
04:43That's what this business is.
04:45You have to step back and you have to look at it and say,
04:48hey, we made all these assumptions about how things should work,
04:51how things should be built.
04:52You have to rethink how everything works when you jump generations.
04:56And that was a great time for us to also rethink the character and the power set
05:00because you already sort of proverbially have all the parts on the floor.
05:04It's a great time to think about how you want to put them back together.
05:08And it gives us a lot of energy around doing another game in this universe
05:13because there's so much for us to go build and go discover what's possible.
05:19You know, the dreams that we had that weren't possible actually become possible.
05:24And so it's fun to kind of try and capture some of those moments
05:27and bring them into your game.
05:43Thank you.
05:43Thank you.
05:43Grazie.
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