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  • 2 ore fa
I Designer Bungie ci spiegano cosa ha implicato ambientare Halo in un'unica, grande, area liberamente esplorabile.
Trascrizione
00:00www.mesmerism.info
00:11www.mesmerism.info
00:11www.mesmerism.info
00:11C'era un'idea che possiamo ottenere
00:13un'idea 2-3 ore
00:15mini-campagna
00:16C'era l'organizzazione
00:19C'era l'organizzazione dell'organizzazione
00:20ma abbiamo finito un gioco
00:26Il gioco si è più ambito
00:28e poi la prossima cosa sai
00:30non è come qualcosa che hai lavorato prima
00:33Siamo chiamati che vogliamo mantenere
00:35quello che gli amati
00:36che la gente ha piaciuto di Halo
00:3730 secondi di divertimento
00:39e ancora di nuovo
00:40e ancora di nuovo
00:40ma anche di dare un'odost spin
00:45Chiamo provare qualcosa che non abbiamo mai fatto
00:47e penso che questo significa
00:48rompere il molde di quello che gli aspettano di Halo
00:51qui è un'edione
00:52qui è un'edione
00:53qui è un'edione
00:53qui è un'edione
00:54un'edione
01:02che abbiamo avuto con l'odost
01:04è che
01:05non volevo andare all'interno
01:06all'interno dell'universo
01:07in questa gigante opera
01:09vogliamo concentrare un'unico
01:12Il hub era la singola
01:15più tecnica
01:17che abbiamo mai avuto
01:19che abbiamo avuto
01:20un'edione
01:21che abbiamo avuto
01:22un'edione
01:23che abbiamo avuto
01:25un'edione
01:25in un'edione
01:54in un'edione
01:55in un'edione
01:55in un'edione
01:56che ci sono
01:57che si sono
01:58attraverso
01:58l'edione
01:59in un'edione
02:01in un'edione
02:02in un'edione
02:31in un'edione
02:33in un'edione
02:33in un'edione
02:33in un'edione
02:35che possiamo rafferci
02:39e rafferci
02:39depending on
02:40ci siamo
02:41che abbiamo
02:42questa città
02:44città
02:45senza
02:47non
02:48spazare
02:48quale
02:49si è
02:50in un'edione
02:50in un'edione
02:52in un'edione
02:54storia
02:54I'd still like to score the emotions and mood that we want the player to feel when they're playing the
03:01game.
03:01We want people to explore the city, we want people to find this kind of hidden little sub-story.
03:09What if the phones rang?
03:14You're alone, you're in the city, you're trying to unravel a mystery.
03:18That's the feeling you have every time you're the rookie.
03:24What's fun about being an ODST? How's he different than the Master Chief? What kind of problems does he face
03:29versus the Chief?
03:31If they're not the walking tank, they really have to pick up weapons that they're going to use.
03:37There were things that we added.
03:39The silenced submachine gun and the silenced pistol are absolutely the best rules for the job.
03:45Something the ODSTs have that Spartans actually don't.
03:48Silenced weapons at night, they feel cool, they look awesome, they're really sweet to use.
03:55In real life, silenced weapons don't have a whole lot of sound.
03:59So we had to kind of Hollywood them up a little bit.
04:02Kind of make it so that they sounded like they were silenced and supposed to be silenced, but yet still
04:06powerful and fun to fight with.
04:09A lot of ways it feels like Halo 1, because there's, it's back to single wielding.
04:15Dual wielding. Paul doesn't like dual wielding, so we cut it.
04:23Visor mode is really cool and it evolved a lot.
04:26There were versions that looked really great for the art, but yeah, maybe they didn't do such great things for
04:31the design.
04:32It affected how we lit something.
04:34We'd make this building and it looked great and we thought it was fine.
04:37And then you turn on the visor mode and you realize that's really just a square.
04:40But it also has the advantage of really showcasing the depth of our scenes, put on visor mode, and then
04:46the whole environment reveals its secrets to you.
04:54You know what sucks about big cities?
04:56You can get lost really quick.
04:58And that's where we came up with ideas for the visor database.
05:01Where you have a great map of the city that not only shows you where you are, but allows you
05:06to choose where you want to go.
05:07If you don't have that tool to help you navigate the city, you're never going to find the high action
05:14flashback scenes, which we were banking on to be the core fun of the game.
05:20It's a very simple idea. It was a, it was an amazing struggle to get there.
05:25When you combine those things that we took away with things that we added, such as the visor, even though
05:31you might feel a bit more vulnerable, you have the right tools for the job.
05:36The hardest part moving from Halo 3 to ODST was just the difference in the play styles of the characters.
05:46If you look at the Master Chief in the course of the Halo games, he became ridiculously powerful over time.
05:52And ODST feels very different because when you start taking fire, you can't just continually keep kicking ass.
06:01You have to actually look for cover because you don't have a motion tracker like the Chief.
06:10Bringing back the health was something that was born out of a discussion about how can we add long-term
06:16level of tension to the game.
06:21For us, health is important in the ODST's world because it reminds you that you're vulnerable.
06:29We want to experience this story through the eyes of many different characters.
06:32We wanted to bring back the guys from Firefly again, Nathan Fillion, Adam Baldwin, and Alan Tudyk.
06:38Trying to find the perfect film noir blonde, we thought about Tricia Helfer.
06:43Orders are orders.
06:45Come on, Veronica. What could be more important than that carrier?
06:49My orders. And Buck? Call me captain.
06:54I'll pass on that dance, but you can show me where to sit.
06:58These little scenes, we wanted to have their own mystery.
07:02It was the story of one guy, one object, one high action moment.
07:06And for us, the clue objects were the key.
07:11Dutch, we need to get above this crowd. Link with the B-Net.
07:14One of our drones must have seen where they hit you.
07:16When you find a clue, you're actually going back in time
07:19and playing in the boots from another ODST's perspective.
07:24Good hunting, boys.
07:26I'm keeping my boots on the ground.
07:28You've got five main characters.
07:31Banshees!
07:31Each of the characters have things to say from first person.
07:35Not only ground you in the character,
07:37but also give you some really useful tactical information about the battlefield.
07:40There's coming a trumpet in behind us. They must know this is our rally point.
07:43Where the heck did these buggers come from?
07:45Underground tunnels are filled with the dead wind.
07:47We've got ammo and weapons on the high ground. Move it, move it!
07:49Without spending a lot of effort personalizing each of those characters,
07:53then it wouldn't mean as much when you step into their boots.
07:55We need some help! Look out!
07:57Bam! Said the lady.
07:59So I hope it's the right balance of new and old
08:02and it doesn't come off like we've screwed the pooch on this one.
08:08But I do think they will probably walk away from this honestly wanting more.
08:16Honestly, if we had more time to do ODST,
08:19I really don't know what we would do differently.
08:22So if I got another two weeks, I don't know.
08:25I guess I'd play more ODST.
08:29If we go to the ODST, I can hold on our tables
08:31And if you want the head and you can watch them in the middle.
08:31Have a great day!
08:32And since I was born again,
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