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Terzo approfondito diario degli sviluppatori per l'action di Ninja Theory.
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00:02Peggy 16
00:14We started with the idea that we wanted to set it in the future, but in a beautiful future.
00:20We took the idea of magic and turned it into technology, so we grounded it in a reality that we
00:25could foresee.
00:30A slave's world is a world that, on one hand, is incredibly ugly. It's destroyed, it's full of old relics.
00:38It's kind of post-apocalyptic. Nature has retaken the planet, so where there was man-made structures, buildings, roads, cities,
00:46nature is now overcome.
00:47What would take for the world to end and become like that? So we did a timeline from now to
00:52about 150, 200 years, and marked the different events that would need to happen to get to that point.
00:57You know, it's after the machine wars have happened, it's after swine flu has killed us all, it's after all
01:04commerce has collapsed, and people have effectively become irrelevant.
01:08But on the other hand, it's also a place that's incredibly beautiful to look at.
01:13Usually when you see an apocalyptic world, it's grey and brown and desolate.
01:18What we don't like usually is monochromatic games.
01:22People have a tendency to think that if humanity dies, then the world dies with them, and it's totally the
01:27opposite, that's true.
01:28When we're off the face of the earth, nature just reclaims everything, and it's amazing how quickly you see things
01:36that we felt were permanent start to dilapidate.
01:39We much prefer to, through colors, show emotion, show colorful environment, epic views.
01:47Larger than life, you know, everything's richer than you imagine.
01:49You know, if we're going to add atmospherics or lens flares to the game, or fog, or kind of lighting
01:55through leaves and through skin,
01:58let's look at how we can actually do that physically correct, and then let's ramp that up, because that's the
02:03style we're trying to go for.
02:04You know, it's believable, but it's richer and larger than life.
02:09You can see places like, where something horrific has happened, like Chernobyl, and where nature has retaken it.
02:15It's beautiful, in amongst the destruction and the desolation, and that was the feeling that we really wanted to capture.
02:20The game starts in New York, and the reason it starts in New York, New York's a universal city.
02:25Everyone recognizes it, so when you start there, you're basically saying, this is earth.
02:29But as they leave New York City and start heading further towards the west, towards their ultimate goal,
02:33they pass through vestiges of history, so there is one large area where hundreds of titans, large mechs, taller than
02:41buildings,
02:41fought together, smashed each other to bits, and created this kind of desolate landscape of oil spills and chemicals,
02:49all merged together amongst this twisted metal.
02:52When you go through later levels, you know, things start to get even more, kind of, grander and a bit
02:57more fantasy.
02:58It'll at least be remembered when you play it, like, there'll be imagery, there'll be sounds,
03:02there'll be an experience about it that then becomes part of you.
03:06That's how you kind of immortalize your games, and that's what we're trying to achieve.
03:11Make a game that we would want to watch, play, touch, hear, see.
03:15That's our objective.
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