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Un filmato che svela il primo vero gameplay della modalità cooperativa dell'action/stealth di Ubisoft.
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00:00The
00:07Hey everyone, welcome to another episode of Now Playing. My name is Brian Ekberg familiar face to my far right
00:12game spots Giancarlo 11. Welcome man, good to see you.
00:15And we are flanking Patrick Redding game director on Splinter Cell Conviction. First of all let us say happy to
00:21have you here. Thanks for bringing the game by. We appreciate it.
00:24Thanks for having me.
00:25Great to have you here. We're going to take a look at some multiplayer co-op for Conviction today.
00:30But before we check that out, I want to know, for those who don't know what Splinter Cell is and
00:33why it's being convicted, tell us what Splinter Cell Conviction is all about.
00:37Well, I mean, really, it's an opportunity for us to kind of reinvent and revitalize the franchise, and also to
00:43kind of redefine what Stealth Action is all about.
00:45We're giving Sam Fisher, as our hero, an opportunity to go in a new direction, to kind of pursue a
00:50more personal mission, you'd say.
00:52And at the same time, in multiplayer, we have a kind of co-op story that functions as a prequel
00:57to what Sam is going through, where we have two agents in the field that are uncovering kind of some
01:01of the backstory about that.
01:02All right, and that's what we're going to be looking at in this episode of Now Playing, Multiplayer, Co-op,
01:07and Splinter Cell Conviction. Let's kick it off right now.
01:09All right, Patrick, we're here.
01:11We are. So we have our two agents, Archer and Kestrel. Archer's the American, Kestrel's the Russian.
01:17And basically, these two guys have been tasked with breaking into an old Cold War-era kind of intelligence archive
01:23buried deep below Moscow.
01:25And the only way in is for them to breach this wall leading out of a service tunnel.
01:29And from there, they've got to try to extract information that will lead them to the whereabouts of the warheads
01:33they're looking for.
01:34And we should point out before we get into the action that we've got two other Ubisoft folks here.
01:38We've got Alex and Jason playing the game so we can just sit back and enjoy and relax, right?
01:43Absolutely. In fact, Jason is our level design director.
01:45so he already knows how to get to the objective.
01:48And Alex is one of our testers, so he's more or less invincible under normal circumstances now that I've jinxed
01:53him.
01:53And what we just saw a few seconds ago was the text on the wall that's similar to the single
01:57-player game
01:58where you kind of know what your objectives are.
02:00Yeah, as much as possible, we really try to give information to players in-game,
02:03whether it's using text like that to show an objective or using projected video.
02:09Say, for example, a pre-rendered cutscene.
02:11It's just a way of keeping the player fully immersed and aware of their environments.
02:16So we're in a wide-open, well, more or less wide-open state.
02:19Lots of enemies. What can we do to take all these guys down?
02:22Well, what you're noticing here is that Jason's actually using kind of the mark-and-execute mechanic
02:28to tag enemies that are moving around in this space.
02:31Alex, just off on the side there, knocked a guy out as he came around the other side.
02:35And this has enabled them to perform a dual-execute,
02:38which is essentially the ability to clear out a large number of these marks in one go.
02:43And once these guys are in position, they might find it's a really good way to eliminate a lot of
02:46enemies.
02:49Can you talk a little bit, too, so you actually earn a token to do these marks?
02:54Yeah, it's not a freebie.
02:56I mean, basically, we kind of treat the ability to execute as a reward to the players
03:00for being tactical, being a little bit stealthy,
03:02kind of picking off that one enemy that's in the dark by themselves
03:05and kind of using that to kind of set up all the other guys that you may have flagged.
03:09And really, it's just a way for the players to spend a little bit of additional time,
03:13and take that extra bit of tactical effort in order to set these guys up.
03:17I know this is a co-op game, but at the end of a level,
03:20do you have a sense of how you did compared to the guy you were playing with
03:22in terms of takedowns and that kind of thing?
03:24Well, in the story mode, that's not so much of a factor, of course,
03:26because you're all working towards the same goal.
03:28You'll see that in some of our Deniable Ops modes,
03:31which we'll maybe have a chance to talk about a bit later,
03:33there's definitely that kind of stats at the end of each round
03:36that let you know sort of how you're doing relative to your teammate.
03:39And for those who don't know, the stealth system sort of based...
03:43we're seeing the color shift.
03:44Yeah.
03:45Yeah, rather than going with the kind of classic light meter approach in the HUD,
03:48again, keeping all this stuff in game.
03:50When you move into the shadows,
03:52the saturation of your environment changes to sort of a black and white
03:55with targets and other elements selectively saturated.
03:59Again, here we're using the projected video
04:02to give the guy who's in the front, Jason, in this case,
04:05a viewport of what Alex is seeing as he's kind of making his way forward.
04:09It's a way of keeping these guys coordinated
04:10and kind of up to speed on what they're up to.
04:17Of course, some of the classic splinter cell gadgets
04:19and ingredients are still available.
04:20So here we have the snake cam.
04:21Of course, with our little twist on it,
04:23you can mark targets using that.
04:34And so there's really any number of ways to handle a situation,
04:37but in this case, you probably want to grab the guard, right?
04:40Yeah, I mean, there's a lot of reasons why you might want to do that,
04:42not the least of which is there's metal detectors there,
04:44and it's actually possible to walk through the metal detectors holding the guard.
04:48But as you can see, there's a number of different ways
04:50to get around obstacles like that,
04:51and these guys are perfectly happy to just jump over a desk.
04:54And we just saw some of the variety that you can do
04:56when you actually have a guy in a hold,
04:58depending on what's in the environment.
05:01Yeah, absolutely.
05:01When you grab a guy in human shield like that,
05:03there's a number of things that advantages to it,
05:05not the least of which is that he's a human shield.
05:07But when you need to get rid of him,
05:08or if you just need to use him as a weapon,
05:10you can actually throw him at other enemies.
05:11You can throw him at a window if you need to,
05:14throw him through a door if you want to go that way.
05:16There's a lot of things you can do from that position, for sure.
05:21Here Jason and Alex are kind of getting in a nice position
05:23to maybe carry out a dual execute.
05:26First taking out lights,
05:28which alerts these guys for half a second
05:30before they get a bullet to that.
05:33You'll notice that brief slowdown that happens
05:35when both players are in position for that.
05:37That's what we call our window of opportunity.
05:39just a couple seconds where things kind of slam into slow-mo,
05:43lets the other player know you can jump in on that if you want.
05:46And in addition to the sort of the shift in color,
05:48you also have sort of that meter
05:49that tells you when you're detected.
05:51Yeah, so that's a perfect example.
05:53Jason there was actually just detected.
05:55You saw the meter go from white,
05:57which is kind of saying you're at risk,
05:58you're visible, to red,
06:00which means the AI is actually spotting you.
06:02And when that happens,
06:03he's got a half second really
06:05to try to take that target out
06:06before the guy either shouts or fires
06:08or in some way alerts some of his allies elsewhere.
06:13You can see we're using a kind of a cover-to-cover system here
06:16to be familiar to people who've played games
06:19like Gears of War, for example.
06:23Obviously, you have big environments
06:26mean that the two players can go in different directions,
06:28but do you have parts of the game
06:30where players are taking specific branching paths?
06:34Well, in fact, there are lots of different ways
06:37through most of these maps,
06:38and we never create situations
06:41where players, for example,
06:42are forcibly separated from each other,
06:44but there are, for example,
06:46when you get into some of the more complex
06:47environmental and navigational challenges,
06:50points where maybe one player
06:52needs to be able to hit a certain system
06:53and activate a certain system for the other player
06:55to then be able to maybe open a door
06:57or engage some piece of equipment.
06:59That's definitely happening throughout the game,
07:00so there's a little bit of puzzle play there,
07:02but we keep it fairly light
07:03and really try to tie in very logically
07:05with kind of the splinter cell universe
07:07and splinter cell campfire.
07:08And here we just got a quick look
07:10at the sonar goggles.
07:11That's right.
07:12Yeah, the sonar goggles are kind of
07:13the new generation of imaging gadget
07:15for our spies out in the field.
07:17It's really a perfect use here,
07:19being able to see through light materials,
07:21in some cases walls and doors,
07:22as well as obviously false ceilings.
07:24In a sense, Jason's able to give Alex
07:26kind of like air support,
07:28if you want to think of it like that.
07:29He's climbing up in the rafters
07:32and taking guys out
07:33and marking them as he goes.
07:34In some cases, he'll mark targets,
07:35which Alex isn't able to eliminate.
07:37In some cases, it's vice versa.
07:39And we saw something in the previous room
07:41where basically we saw an EMP blast.
07:43Can you talk a little bit about that?
07:44Yeah, both of the agents
07:45are carrying portable EMP generators.
07:47This is kind of like the ultimate,
07:48you know, get the hell out sort of solution.
07:51It's a situation where maybe you're overwhelmed,
07:54maybe you're surrounded,
07:54you're about to be discovered.
07:57it'll not only knock out electrical equipment
07:58like lights and cameras and whatnot,
08:00but it'll also affect the flashlights
08:02that are carried by guards if they're in the dark.
08:03That has the effect of disorienting the AI,
08:06kind of throwing them off for a second or two
08:07so that you can either, you know,
08:08hit them, take them out,
08:09or maybe in some cases just make a run for it.
08:12And do you have much of a say
08:13as to your loadout when you start a mission?
08:16Yeah, I mean,
08:17especially once you've advanced through the game a bit.
08:19These guys are about three quarters
08:19of the way through the story,
08:21so they, by this stage,
08:22would have unlocked a lot of different weapons
08:23and a fair amount of other stuff
08:24that they can then keep as part of their armory,
08:27if you will.
08:28In the locker room,
08:30in the menu,
08:30before they begin the match,
08:31they're able to change that.
08:33Also, throughout the game world itself,
08:35they'll find weapon stashes
08:36where they can go in,
08:37kind of alter their loadout,
08:39you know, in some cases customize
08:40or upgrade the equipment
08:41that they've already got.
08:43It's really a way for them
08:44to alter their specific loadout
08:46according to the needs and the mission.
08:48And this must be Rebco.
08:50This is Major Rebco.
08:51This is the gentleman
08:52who's going to help them
08:53get into the next section of the map.
08:55Now, we have interrogations
08:57saying that a single player does.
08:59In Sam's case,
09:00you know,
09:00he's beating up guys
09:01because he's on a mission of vengeance
09:02and he's, you know,
09:03he's angry
09:03and wants to find out information from them.
09:05In our case,
09:06these two agents
09:07often just need to get the help of an NPC
09:09who's reluctant to do it.
09:11And so it's about
09:12kind of coercing that from them
09:13and then they become,
09:15in a sense,
09:15the key to the next area
09:17or the key to a particular part of the game.
09:19Is this like a paper shredder
09:20or is that like a dot matrix printer?
09:22No, no,
09:23this is the shoddy safety standards
09:25of a Russian-built shredder
09:26that they're taking advantage of here
09:28and kind of putting some pressure to Rebco.
09:30And there's actually
09:31quite a few different objects
09:32you can interact with.
09:33Yeah,
09:34there's contextual bash points
09:35throughout this whole room
09:36and that's very typical
09:36for our interrogation setups.
09:38We'll see if Jason tries to
09:41inflict some pain
09:42with one of the other objects
09:43that are in here.
09:43All right,
09:44okay,
09:44now it looks like Rebco's folded
09:45like a cheap shirt at this point.
09:47Meanwhile,
09:48they've started to hear
09:49what sounds like guards approaching
09:51and yeah,
09:51sure enough,
09:52they've burst in
09:52to try to come to Rebco's aid.
09:54So Alex is shimmying along the ledge
09:56looking for a way
09:58to help even the odds a little bit.
10:00Oh,
10:00he's busted out the heavy weaponry.
10:01There's some trouble.
10:02Yeah.
10:02And something that becomes
10:03really important
10:04in situations like this,
10:05enemies,
10:05you kind of have an idea
10:06of what enemies' last sight was.
10:08Yeah,
10:09I mean,
10:09the whole last known position mechanic
10:11is kind of a tool
10:12for visualizing
10:12what the enemies are thinking
10:13and what they're trying to do.
10:15again,
10:15this idea that as an elite agent
10:17I can kind of figure out
10:18where the enemies are likely to head
10:20if I do succeed in disappearing.
10:22You know,
10:23they're going to go
10:23and investigate
10:24where they think they saw me last
10:25and that's the whole idea
10:26behind that silhouette
10:26and the kind of outline figure
10:28that we spawn
10:29whenever you successfully
10:31disappear.
10:31How are you handling
10:32difficulty level?
10:34Well,
10:35the difficulty,
10:36we have support
10:37for three different difficulty levels
10:38that the players can choose
10:39from the outset.
10:41Obviously,
10:41players are operating
10:42at the same difficulty level
10:43when they play together.
10:44But those three difficulty levels
10:46are going to be really good
10:46for, you know,
10:47giving players an excuse
10:48to come back through the story mode
10:49as well as sort of
10:50Deniable Ops mission
10:50and try them
10:51in a lot of different ways.
10:52And here's a nice little twist.
10:54Yeah.
10:54So,
10:55Rebco,
10:55it turns out
10:56under the sheep's clothing
10:58is a wolf
10:58and he's decided
10:59to turn tables a little bit
11:00on one of the players
11:01and this creates
11:02our nice little
11:03cliffhanger moment
11:04for the end of our demo.
11:05Yeah,
11:05there you go.
11:06Well,
11:06Splinter Cell Conviction
11:07coming in February 2010
11:09as the screen
11:10so helpfully shows us.
11:11Yeah.
11:12That's a lot of fun.
11:13Patrick,
11:14thank you so much
11:14for being here.
11:15Nice to see you.
11:16Thanks for having me.
11:16Thanks for bringing the game.
11:17No problem.
11:17Thank you.
11:18And thanks to Jason and Alex
11:20for playing it for us.
11:21For Giancarlo Veranini,
11:23I'm Brian Eckberg.
11:23Thanks for tuning in
11:24to another edition
11:25of Now Playing
11:26and we'll see you next time.
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