00:01Rated M for Mature
00:06Like most mob stories, it's a rags to riches story.
00:09Here's where you are, here's where you want to be, and here's what you have to do to get there.
00:18When the player first picks up the controller, they're fully immersed.
00:21And that's really something we've spent a lot of time doing.
00:24Our technology is a big sort of driver of this, you know,
00:27allowing players to feel like they're sort of taking part in a movie experience.
00:31We've built all the technology from the ground up to be exactly as we needed.
00:35Being in the AI system or streaming system, things which enable us to make the city alive exactly as we
00:41envisioned it.
00:42The fact that we built our own Illusion Engine enabled us to execute exactly what we wanted to happen in
00:47the game.
00:50Using the Illusion Engine, we were able to create a real living city.
00:53This is not a sci-fi game, so players know how everyday objects should react.
00:58It was much more demanding to get these things right so that players believe and trust in the game world.
01:05The non-playable characters go a long way to making Empire Bay feel believable.
01:09We have a very elaborate system that allows them to behave normally in the city.
01:12For example, waiting at traffic signals before crossing the road.
01:16It shows that our game is not only good fun, but also that there is attention to detail.
01:22Every bullet you shoot, it has some impact.
01:24It can destroy piece of the environment.
01:27It can injure the characters.
01:32The physics engine has a big part to play in this.
01:34Whenever a player destroys an object, it can cause a chain reaction of destruction.
01:38For example, shooting the gas tank of a carp and cause it to explode, killing the enemies around it.
01:45Because of the sheer number of destructive possibilities, we needed the lighting to be dynamic.
01:50Our Illusion Engine is perfect for this.
01:52It can display lots of different light, cast realistic shadows and it reacts to the real-time events happening around
01:57the player.
02:00In order to link this world with the gameplay and the great story, we needed to create cutscenes that were
02:05like short films.
02:06It's a very important thing for Mafia, the fact that the game looks like a movie.
02:10With a huge story in a living city with all these characters, you need to see what Vito's thinking, what
02:16he's doing.
02:16You need to see what other characters are doing.
02:18You need to see what's going on down the street, maybe.
02:23In order to create the cutscenes, we built our own cutting editor and engine.
02:27This enabled us to play the cutscenes in-game and in real-time.
02:30It wasn't easy, but now we can animate anything we have in the game.
02:34This allows us to forget about the technology and concentrate on making movies.
02:38Don't worry about the kid, small price to pay.
02:40Small price?
02:41That's my f***ing friend you're talking about!
02:44All of us at 2K, we're all really immersed in the world of Mafia.
02:48We all love these movies, you know.
02:49The Sopranos, Goodfellas, Godfather.
02:52Movies that portrayed the real mobsters as real people.
02:56I grew up with guys like this, so I looked at the story and I was like,
02:59okay, this guy is like, you know, this guy I grew up with, this guy is like another guy I
03:02grew up with.
03:03And then I just, you know, add a little more character into the characters.
03:06So, how much energy I grew up with?
03:09We spent a big part of our lives on this game, but I very much believe it made a difference
03:13and people will feel the love that we put in.
03:15While there was a big focus on story and the cutscenes and the dialogue and the characters,
03:19we never forgot that this, first and foremost, is a game gamers want to play.
03:36The Sopranos
03:37The Sopranos
03:40The Sopranos
03:41The Sopranos
Commenti