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  • 4 ore fa
Un video che illustra il funzionamento delle sky-lines in Bioshock Infinite.
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00:15Skylines were built
00:16in Colombia as a
00:17transportation system. Originally
00:19you know when you have this vertical city you need some way to get
00:22you know product from one place
00:24to another.
00:25But what started happening along the way is
00:27first this was kids, because it's always kids
00:29right? Started figuring out a way to
00:31get these skyhooks that they could connect to
00:33the lines and sort of get
00:35from one place to the city and do these acrobatic feats
00:37on them. But as the
00:39situation in Colombia started devolving
00:41and the place got more violent and
00:43normal routes of transportation started getting
00:45disrupted, people started using the skylines to
00:47get around. The Vox
00:49Populi and the founders started using
00:51it in combat situations
00:53and all of a sudden the
00:55the requirement for guys who knew their
00:57way around a skyline and
00:58who could fight effectively on the
01:01skylines became way more important.
01:03And by the time Booker gets
01:05to Columbia
01:07the skylines have a broad range
01:09of usage and you can still see
01:11in the demo, cargo being moved around
01:13on those things, that creates even a more
01:15hazardous situation. But there's
01:17also people using it
01:19for all kinds of purposes including
01:21and especially combat.
01:30One of my big frustrations in working on
01:33Bioshock 1 is we had the ocean
01:36but it was
01:37really just a piece of art. We never really
01:38dealt with what it was like to fight
01:41at the bottom of the ocean in any meaningful
01:43way. And
01:46in Infinite,
01:47we wanted you to be in the sky, we wanted
01:49the visuals obviously that which I think are really great
01:51but we also wanted vertical
01:53combat. And we played around
01:55lots of ideas like using flight
01:57and stuff like that for a while but in the end of the day
01:59you know to me the experience of being
02:01on a plane
02:02versus the experience of being on a roller coaster
02:05is a very different experience.
02:11For me it's always been about wooden roller coasters.
02:13I've never been as much a fan of the steel ones
02:14and that sort of clackety-clack feeling
02:16of you know that
02:18going up to the top of a hill and then
02:20going over and that amazing feeling
02:22you have and I really want to put
02:24that in a game. I really want to get that feeling in a game
02:26and then of course being a video game
02:28I want to enhance that with combat.
02:30I want to be on one of those
02:32old wooden roller coasters
02:35that's stacked
02:36upon another wooden roller coaster in this
02:38city and jumping from one
02:40to the other with weapons
02:42with you know people shooting at me. I just
02:44wanted to get that feeling and you know this
02:46isn't a monorail, this isn't a people mover
02:48this is something that is incredibly vertical
02:50it's incredibly open-ended
02:52and that's what Bioshock games are
02:54about. They're about
02:56giving the player a ton of tools and a ton
02:58of options and just letting them go to town.
03:02The skyline! Follow me!
03:09To tell you the truth, it took
03:10a long time to get it right but I think
03:12we're really at this stage now where it feels just great
03:14and it looks awesome and
03:16it feels awesome and it's one of
03:18our biggest challenges on Infinite
03:20and I think we're really getting there.
03:39our
03:40our
03:41to our
03:42our
03:42to our
03:43our
03:43our
03:46our
03:47Grazie a tutti
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