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Videointervista E3 2011 del PlayStation Blog per SSX.
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00:10We are back live at E3, time to cool things down a little bit here, we've got SSX, so let's
00:17talk a little bit about this reboot, it's a whole new take on SSX, isn't it?
00:22Yeah, you know, when we had the opportunity to bring back what we consider to be one of the greatest
00:27franchises in EA Sports history, we knew we wanted to do something big, we knew we wanted this to be
00:33a launching point where SSX wouldn't go dormant for another five years, where we could have SSX around for a
00:39while, so it's a totally new game, brand new tech, we've harvested some of the best tech from around EA,
00:46and in terms of that it's all new, in terms of design, there's a lot of stuff that SSX fans
00:51are going to be happy with in there.
00:52There's some really cool tech we were talking about, actually I was reading something this morning about a, you could
00:58punch in coordinates and it could make a map, so how does that work?
01:03So that's what we use in development, so in early days, and what really gave us a big springboard for
01:07developing SSX, we sourced topography data of the entire planet Earth from NASA, and we built a proprietary tool that
01:16we call Mountain Man, that we use to sort of model, shape the terrain, and really create sort of those
01:21thematic environments that SSX fans expect,
01:23and we got to a point where we could type in the latitude and longitude coordinates of any mountain on
01:29Earth, and press a button, and Mountain Man would create a three-dimensional model from NASA satellite data of that
01:36mountain and all the surrounding mountains in about 28 seconds.
01:39And that's amazing for us, but really that's where our work just begins, because then we use some of the
01:46most talented world builders, level designers, and artists to shape, mold, and we take a lot of creative liberties with
01:52the terrain that we find there to create that over-the-top gameplay experience you'd expect in SSX.
01:56Yeah, because I think these mountains would probably kill a lot of people in real life.
01:59Yes, they would.
02:00So, I guess with the different places that you're going to be going, I didn't see Tahoe on that list,
02:09and that's where I go, so theoretically, with your tools, you'd be able to make North Star or Sierra Tahoe
02:17or something like that?
02:17We saw it in early days, and we had a lot of people ask us, you know, are you going
02:20to have Whistler, are you going to have Aspen, are you going to have a lot of resort mountains, but,
02:24you know, if you want to go ride those mountains, go ride those mountains.
02:28We wanted to take the player to places where very few people on Earth would ever have the opportunity to
02:32snowboard.
02:33Antarctica, you know, high elevation in the Himalayas, the Alps, Alaska, Siberia, we really wanted to take players to places
02:41they couldn't actually go.
02:42Right, so going down Sugar and Spice, my little green route that I tend to take through.
02:46No, that's probably for the best, I can barely link terms.
02:49So, all right, let's talk about the three major game modes here.
02:51Sure, so, you know, our original tagline, and from day one in development, we've been working on delivering Race It,
02:57Trick It, and Survive It.
02:58So, racing and tricking, if you're an SSX fan, should be very familiar to people.
03:03Racing, you know, sense of speed, we really wanted to deliver a feeling of kind of burnout on snow with
03:07our races and riding on the edge of control and going more fast than you're even comfortable going.
03:13Trick It, again, Trick It is really the foundation upon which SSX was built.
03:18Let's talk about the control scheme, because, you know, the PS2 days, I mean, SSX is synonymous, you know, with
03:23the PS2.
03:25And, you know, you use the buttons, but you all, I heard, maybe we're taking a page out of Skate's
03:30book and doing things with the analogs.
03:32You know, something really cool that we're doing and that we're really proud of is we're actually doing both.
03:36So, something I've always wanted to do my entire career as a designer, in SSX, we're going to have two
03:40live control schemes at all times.
03:42You don't have to flip any buttons or do anything to change between them.
03:45So, if you are, you know, you like to play a lot of shooters, you play a lot of skate,
03:49if you like using the right analog stick to, you know, do an ollie type move, to preload and jump,
03:54do all kinds of spins and flips and tricks and grabs in the air, you can do that with your
03:59right analog stick.
04:00If you're more like me, old school gamer, I actually prefer using buttons.
04:04You can actually use all the buttons in the game, and we've actually got a really clever design for the
04:09buttons where you can literally do everything you can do with the stick, also with the buttons, or you can
04:13flip back and forth between the two, whatever floats your boat.
04:16Choice. Yes.
04:18All right.
04:18So, I was reading also in one of these articles that you're referring to these Deadly Descents as sort of
04:25like a boss battle.
04:26What is that?
04:27Sure.
04:27So, Deadly Descents in SSX take us to a place the franchise hasn't been before.
04:32And, yeah, the best analogy that I can use for them is that they act like boss fights in our
04:36game.
04:36So, in campaign mode, the typical flow that you'll go through is you'll arrive in a region, you'll spend most
04:42of your time doing race events and trick events,
04:43and then the summit descent from the biggest, nastiest, scariest mountain in the region will have a Deadly Descent, and
04:49you have to beat that Deadly Descent to move on to the next region,
04:52and we take you around the world in similar fashion.
04:55So, Deadly Descents in game design terms are what I refer to as exciters and delighters.
05:00They're like the C-135 mission in Modern Warfare, crawling through the grass in the sniper mission.
05:05They're meant to be a really cool and unique one-off type of gameplay experience.
05:10Break it up.
05:11So, you're doing something different.
05:11Yeah, different camera angles, different presentation, more of a cinematic NIS introduction to them.
05:17They're really fun, and they provide a really cool beat chart for the player.
05:20Okay.
05:20So, we actually have some questions in from the Twitterverse.
05:23So, Sid, come on in here, and what do people want to know?
05:25Here's a great question.
05:27I was a huge fan of the first SSX, so I know exactly why David Dole is asking this question.
05:31Do the music tracks and SSX build up as you play better as in the previous games, and how important
05:37is music to the overall experience?
05:39That's a great question, actually.
05:40So, we realized, obviously, in very early days, music has always been a very huge part.
05:45If you look at some of the soundtracks SSX has shipped with in the past, huge artists that went on
05:51to do amazing, great things.
05:52So, we know music is really important.
05:54Also, SSX was one of the first games that really integrated music as a form of feedback into how you're
05:59doing in gameplay.
06:01We're not releasing a lot of details about what we're doing with music just yet, but I can assure you,
06:06your music, your soundtrack is going to change based on what you're doing in gameplay.
06:11And we've got some really big artists that we're hoping to sign.
06:13We've got big plans for music, for sure.
06:15Let's talk about customization a little bit here.
06:17I mean, you know, you go to a ski resort, no two people look the same.
06:21Sure.
06:21And so, what do you get to do with your characters?
06:23Yeah, you know, in early days, we really wanted to create a gear design that every single piece of gear
06:29that the player can equip themselves with has a fundamental effect on their gameplay.
06:33So, we're always thinking gameplay first with SSX.
06:36So, what we're hoping to do is deliver a very RPG-lite type of an inventory system with tons and
06:43tons of different gear options that all change gameplay.
06:46All your pieces of gear level up.
06:48Your character levels up along with that.
06:50We've got rare items and epic items.
06:52We've got a really cool gear design coming.
06:54I think players are going to have a great...
06:55You know, we want to do what Borderlands did for guns with gear at SSX.
07:00And we'll see how that all nets out.
07:02But we have some really ambitious plans.
07:03Are there drops? Do you find stuff? Or do you just buy things based on how well you do?
07:08So, every time you load into an SSX level, you select your character.
07:12And then you get to select from different gear options.
07:14And you get to equip your character with a different board, different kits, different pieces of equipment.
07:19And then you can actually apply boosts to them as well.
07:21And you actually pass through that screen every single time you go into gameplay.
07:25There's opportunities. You earn money in the game.
07:27And you can use your money to buy items.
07:29It's a pretty cool design. I think players are going to love it.
07:31Okay. Did we have any other questions from Twitter?
07:34We've got a lot. Here's a simple one.
07:36I'll put you on the spot with this one.
07:39VIPLuxury wants to know, are you going to have a turbo like SSX Tricky?
07:44Luxurious.
07:45Yeah, we absolutely have a turbo button.
07:46Of course, that's a fundamental staple of SSX.
07:49So, the way the system works is, you know, tricks are the economy of gameplay in SSX.
07:54They always have been.
07:55And whether you're doing a race event, a trick event, or even a Deadly Descent survival event,
07:59you're going to need to do tricks in order to be successful.
08:03So, every time a player does tricks, they build themselves up.
08:06You can see they have a meter at the bottom of the screen.
08:08Typical SSX.
08:09They build up and earn themselves some boost.
08:12They can then spend that boost with a turbo button to help them go faster.
08:15Or they can hold that off, and when they fill their meter up, they go into what we call tricky,
08:19which is when we get some of the biggest, craziest, over-the-top, known as Uber tricks in SSX.
08:24All the tricks in the entire game are then replaced with an Uber version of those tricks.
08:29You kick both your feet out of the bindings and truly defy reality.
08:32So, SSX, synonymous with the PS2 generation.
08:37Now into PS3.
08:39PS3 gamers actually get a bonus.
08:41So, let's talk about Mount Fuji.
08:43Yeah, so, only exclusive on the PlayStation 3.
08:46We're going to allow players to explore and drop themselves onto one of the most iconic mountains in the world,
08:50Mount Fuji, in Japan, which is a natural volcano.
08:54You know, we looked at Mount Fuji at first, and we kind of thought,
08:56wow, that's a great mountain.
08:57Everyone's heard of it.
08:58It would be really cool to go there.
08:59And then we actually looked at it, and we're like, wow, people can hike up that mountain in, like, an
09:03afternoon,
09:04and tourists take pictures of it.
09:05We're like, that doesn't feel like a very fun place for SSX kind of gameplay.
09:09But then we thought, let's just go ahead and let you go inside the volcano.
09:14And so, we're going to let players drop themselves inside the volcano,
09:17where they're going to find a maze of different paths and different routes to go down.
09:20We have big plans for Mount Fuji, and only PlayStation 3 owners are going to get to experience that.
09:25Very cool.
09:25Very cool bonus for SSX.
09:27And actually, before we wrap up, it looks like even more questions coming through Twitter.
09:31More questions.
09:31Bring them on.
09:31More questions.
09:32There's a big theme that's being developed here.
09:34It's about multiplayer.
09:34They want to know, what are the multiplayer options?
09:36Is there going to be split screen?
09:37Getting that from a lot of folks.
09:39Sure.
09:40So, in SSX, we have very big ambitious plans for what we're doing with multiplayer and online.
09:46I think SSX always had an incredibly strong multiplayer component.
09:50You know, SSX, old school Tony Hawk back in the days.
09:53These, to me, were the original party games.
09:55I wasted a lot of my youth playing those games and trying to best my friends.
09:59We're not revealing details on what we're doing with multiplayer and online until Gamescom in August in Cologne, Germany.
10:06But what we have told people that they can take whatever they want from is that we took a lot
10:11of inspiration from what Criterion,
10:13you can tell I'm a big fan of Criterion's work.
10:15We took a lot of inspiration from what they did with Autolog in Need for Speed Hot Pursuit.
10:20And, you know, speaking with those guys, the biggest thing for them was we wanted to put friends at the
10:24absolute heart of your game
10:25and competing with friends and make that as easy and seamless and integrated as possible.
10:30We have some really cool stuff that we're going to reveal, but not yet.
10:34Cool. If it's anything like Autolog, that's a great way to keep people coming back
10:37and you're trying to best your times and things like that.
10:40So it sounds like you're on the right track and we'll be eager to see what you do this summer
10:44in Gamescom.
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