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La seconda parte diario di sviluppo in alta definizione.F.E.A.R. 2: Project Origin il nuovo e atteso titolo d'azione per PC, PS3 e 360 di Warner Bros. Interactive e Monolith Productions.
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00:10I'm Dave Matthews, primary art lead on Fear 2 Project Origin, and this is Dev Q&A number
00:17three.
00:20Nate!
00:24What's going on, man?
00:25All right, so just to give you a heads up, it's about like 3.30, 3.40 in the morning
00:32right now.
00:33We're deep into beta, and we're cranking through stuff, but we wanted to get some of these
00:37questions answered.
00:38This is Nate Hendrickson.
00:40Go ahead and introduce you.
00:40Hey, how's it going?
00:41I'm Nate Hendrickson.
00:43Let's just start diving in.
00:45Yeah.
00:45We're going to answer questions.
00:46Is that what I'm here for?
00:48This comes from Revan.
00:50Will you take damage from Alma attacking you, or is it just scares?
00:53Because Alma actually gets a lot closer to you this time, you're going to actually
00:56start to get, you're going to feel the influences of her.
00:58We wanted to amp her up a bit so that she became a true threat to the player, and thus
01:04damage
01:04him.
01:05Oh, will there be two shotguns?
01:07And that comes from Jufro.
01:09Absolutely, there's going to be two shotguns.
01:11We have the old traditional pump that everybody loves, but we also have the clip-fed shotgun.
01:16Higher rate of fire.
01:16Very powerful.
01:17Nice.
01:19Based on the last dev blog, which I didn't participate in, I gather that there are more
01:24than one forms of all my inner or older forms.
01:27How many are there?
01:28And that is from Shadow Dark Slayer.
01:31There will be, but I can't tell you too much about it.
01:35All I want you to do is sit down and imagine this.
01:38Think of your grandmother in the shower.
01:43One form.
01:45I'm not going to tell the other.
01:46You can tell the other form.
01:47That's just the one I wanted to give, because I think it resonates with a lot of people out
01:51there.
01:53Doesn't resonate with me.
01:54It doesn't?
01:54No.
01:56God's servant.
01:57What's the philosophy of the people behind Alma?
02:00What is the humanity of them?
02:03Well, I think the philosophy, being Armacam, behind Alma is they wanted to use her as a
02:09vessel to create the psychic soldiers, the psychic commanders.
02:14And as far as humanity, I think I'm not going to make an exposition on the majority of the
02:19mega corporations out there, but I don't think a lot of them have humanity.
02:23Oh, it's this dude.
02:24All right, first off, please write a post so I understand exactly what lead speak this
02:29is.
02:29This is 50 plus lines, I think is the last part, or lineals.
02:37I'm not sure.
02:38Anyway, he asks, or she, will there be more stuff that blows up?
02:43Sure.
02:45We hope so.
02:46It's one of the hallmarks of fear.
02:47I mean, we love that chaos of combat.
02:49So I think what you're going to see is, I mean, inside, outside, we've really ratcheted
02:53it up.
02:54All the activity that occurs during combat.
02:56So yes, in fact, you're going to see more shit that blows up.
02:59Echo 111.
03:02How do you envision all those freaky paranormal moments?
03:05It really takes us some twisted minds.
03:07I think probably from the dev blogs already, you can already see that we're a little bent.
03:10We're pretty messed up.
03:12And we're proud of it.
03:14Sam 100 wants to know why Alma wants to touch the protagonist in the game.
03:19Do the player have to do anything to defend himself from Alma attacks and abomination grapples?
03:23Alma wants to touch.
03:25Alma wants to touch you for a wide variety of reasons, but we'll let the game tell you
03:28those reasons.
03:29But yes, you will be able to defend yourself and push them off and kick them off.
03:32Lion Cake asks, in what year does fear take place?
03:36The near future.
03:37Sorry, I jumped that.
03:38I was going to say about, like, future plus five or ten.
03:41Well, there you go.
03:43Jordy.
03:44Jordy asks, what is an average day of Monolith Productions like?
03:47Pretty much like any other job that you'd have.
03:50And I'm sure, like, right now as I'm talking, you're going to start to see a lot of little
03:53snippets of everything.
03:54It's just pretty much normal.
03:56Nothing out of the ordinary.
03:58Average day.
04:01RxP wants to know, how and why did you pick the name Alma?
04:05I'm passing.
04:06The buck.
04:08Alma actually comes from the book Ghost Story.
04:12And it's one of the characters from Ghost Story.
04:13If you haven't read the book, it's pretty creepy.
04:15It's great to read.
04:16And you start to get some of the influences that went into fear.
04:19Dark Glaive 88.
04:22What kind of soundtrack could we expect from Fear 2 Project Origin?
04:24What sounds similar to the original Fear, or have you created an entirely new soundtrack
04:29from scratch?
04:30My name is Brian Havantuan.
04:32I'm the audio director from Monolith.
04:34I think the soundtrack that you'll get, as far as musically overall, is pretty dynamic.
04:40This round that we really try to take the music and actually put it dynamically changing
04:46to how the AI reacts.
04:48Oyster asks, is Stokes voiced by Jen Taylor, a.k.a. Cortana?
04:53Damn, you're good.
04:54Yes, in fact she is.
04:56But she's not Cortana.
04:58She's not Stokes.
04:59And there's a difference.
05:01Stokes is cooler.
05:02Can anyone hear this?
05:03I need help now!
05:05And she also played Kate Archer in the Null series.
05:08How about that?
05:09I mean, that.
05:09What's the matter?
05:11Is Alma actually dead?
05:13I know they say she died six days after life support was pulled, but did she manage
05:18to keep herself alive through her psychic abilities somehow?
05:22Or is it really just her ventral spirit causing all of the mayhem?
05:26Well, let's just say her body is dead.
05:27Yes, she did die.
05:29Once.
05:29Once.
05:30And she has become something much more than that.
05:33Something unexplainable.
05:35Florian wants to know, will there be more of the answering machine laptop style of story
05:38progression?
05:39Will we have the option of replaying those conversations through the pause menu?
05:43We have a lot of story in this game, so most of it's going to be out there for you
05:47to see
05:48without having to search for.
05:49We have a lot more cinematics, which is what I do.
05:54And a lot more voiceover, people calling you and saying things.
05:58But we do have a PDA, believe it or not.
06:01This guy worked on it.
06:02Real quick, the PDA is there so that all the people that want really in-depth background
06:07information, it's all there at your fingertips, accessible at any time, as long as you've
06:12picked up the Intel items.
06:13And that's what I forget to mention, is we do have the Intel items, but they're more
06:16optional story stuff.
06:18Donald Bumsfeld asks, what kind of beers do you developers like?
06:21Are there any good in the state of Washington?
06:23Are you planning to send us some?
06:25Because if so, any is good.
06:27So Richard A. Colson, what's your favorite part about working on this game?
06:31My favorite part about working on this game, honestly, has been everybody that's on the
06:35team.
06:35The team is freaking awesome.
06:39I've worked at a lot of places.
06:41I've been in the industry for a long time.
06:43And what I really enjoy about this team is the caliber, the quality of the people, and
06:47how cool they all are.
06:54All right, well, I think that concludes Dev Q&A number three.
07:01Keep those questions coming.
07:03They're awesome.
07:03Yes.
07:04Thanks for keeping us up at night.
07:06Thanks for keeping us up at night.
07:07Thanks for keeping us up at night.
07:10Thanks for keeping us up at night.
07:13Thanks for keeping us up at night.
07:14Thanks for keeping us up at night.
07:15Thanks for keeping us up at night.
07:16Thanks for keeping us up at night.
07:17Thanks for keeping us up at night.
07:17Grazie.
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