00:00SEGA
00:15You start off in a sort of relatively nice bright sunny environment
00:19and as you progress through the other islands
00:22it eventually turns into a icy rock snowy type place
00:27that looks pretty desolate
00:30The tone and the progression of that increasingly dark story
00:34the worlds themselves follow that path
00:37and follow that kind of descent into darkness
00:39Each of the levels takes place under two atmospheric conditions
00:43When you lift the shroud of badness by liberating an area
00:47the environment completely changes
00:49None of the locations are reflections of real places
00:53but they all obviously take their inspiration from real landscape, real architecture
00:57the environment is ice basically on a real northern European environment
01:01turned up to eleven really
01:02Because of the fact that it's free roaming and we needed the player to be able to go anywhere
01:06that did cause challenges
01:07The challenges mostly came down to code problems
01:11which had been overcome by the frankly quite incredible programme team
01:16Each of the three islands has its own kind of unique theme and setting
01:20and those are sort of a key to setting mood in what's a fairly dramatic game in terms of its
01:26pacing
01:26and the strong narrative that we've brought in
01:28The third level, the mountains are very steep and dominant
01:32The architecture kind of mirrors that
01:34You do have to consider the world in a more kind of real, tangible way
01:39You know, the better could approach this landmark from any direction
01:42You're not so much the business of framing a shot
01:45This has to look good from every direction
01:48Some of the places that are in there, your standard players may never actually go
01:52The more committed players who want to go in there and actually look for treasure and things like that
01:57Keeping the player immersed in your game is a problem
01:59that basically all games have
02:00You have to be very careful not to break the player's sort of suspension of disbelief
02:05You know, we get into the standards of the pre-rendered stuff that you will see in movies like Jurassic
02:10Park and things like that now
02:14The more real the game looks, the more immersion you get
02:17And that's one of the things with Viking that we've done particularly well
02:20The game looks fantastic
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