00:02www.mesmerism.info
00:30www.mesmerism.info
01:00www.mesmerism.info
01:02Yeah, well, you know, it's really important for us to not only create this really believable, rich world,
01:07but it's also critically important that we keep the player in it.
01:10As soon as the player's switching in and out of a pause menu to look at a map and figure
01:14out where he needs to go,
01:15he's always just breaking the diverse qualities of the game.
01:18We want to keep him in the game.
01:20We want him to feel the sort of red dirt.
01:22We want him to feel the grime in his guns and the blood and the sweat that's really carrying him
01:27through this world.
01:28So you can no longer use a map to nip off and get a cup of tea?
01:32No.
01:33Perfect.
01:34All right, now this is an impressive part of the game.
01:35What's the hang glider?
01:36Sure, yeah.
01:37Hang glider's kind of a signature Far Cry element,
01:40and we needed to make sure we kept it in the game.
01:43Most importantly, it's not used for flying around in sort of corridors
01:47to get you between open parts of a level.
01:49Our game world is a fully continuous, dynamic, streaming,
01:5350 square kilometers of open world.
01:55You never have a load screen anywhere.
01:57You're free to go anywhere you want in that world at any time.
02:01Improvise your tactics, make your own decisions
02:02about how you want to address the game's challenges.
02:06And one thing that is so impressive about this game
02:10is you very rarely see something twice whilst playing it.
02:14Of course.
02:14The world is very, very large, and you travel all around it.
02:18Obviously, there are certain places you have to go,
02:20but there's also lots of time to look around and explore.
02:22You see something twice, you can see zebras twice.
02:25There's a pair of them.
02:26The animal AI, like the human AI, is autonomous and they're needs driven.
02:31So these zebras are down here probably to get a drink by the little river there,
02:35or to eat some grass or whatever.
02:38Part of creating this rich, believable open world is filling it with life,
02:42even in the difficult scenario that takes place in the game.
02:45You just heard an elephant.
02:48Filling it with that feeling that it's really a living world around you is what gives it its credibility
02:53and makes it really, really rich and believable.
02:55Now, John's going to move up onto this ridgeline here.
02:57And just by way of a teaser, as I said, he's going to raid a little camp that's up through
03:02this little thicket here.
03:06See as he gets close enough and he takes out his map.
03:08Now he has a very detailed map of the immediate vicinity, maybe only 100 meters on his side.
03:13And he can use this map as well as his binocular to kind of scout this camp.
03:19And when he spots something like a vehicle, he can press a button which will add information about the vehicles
03:23in the camp to his map
03:24so that he can begin to formulate a plan about how he might like to handle the problem that's been
03:28put in front of him.
03:30So the more you discover, the more you look through the binocular, the more you find, the more detailed your
03:34map gets and makes it easier to plug.
03:35Absolutely. I mean, the idea is to give the player the very strong, you know, use his binocular to mark
03:40that on his map.
03:41And then, again, he'll have more information about the location and he'll be able to make more of a plan
03:45about how best to approach the problem of getting through this camp.
03:49Let's move in close. Come on.
03:51Yeah, he's going to go in.
03:54And all the natural elements have a big role to play in this game as well, don't they?
03:58Yeah, I mean, a really important thing to point out is, you know, this grass isn't, you know, fake grass.
04:03These aren't fake trees. These are real simulated trees that are blowing in a real wind.
04:09They're real dynamic assets. They're not animated. They're real procedural content.
04:14Because of that, he can use those, you know, in combination with things like wind and fire to his advantage.
04:19John's actually going to use this mine to set a trap here in case the enemy comes looking for him
04:25and decides to use this vehicle with his mounted weapon against him.
04:28He'll have it mined up with that explosive there.
04:31And then he's going to move over to the side and probably start a fire. John usually likes to start
04:35fires.
04:37And so he threw a, he threw a Molotov into a, into a fuel store there.
04:46And these black dogs don't say, hey, they don't give up to this.
04:48No, these guys are pretty tenacious. They're, um, they're maneuverable. They're fast. They're aggressive.
04:53That's why, you know, he needs to have a good plan to, to make a raid on a camp like
04:58this.
04:58Look at this fire that he's got going. This is completely cut off one side of this camp.
05:02The AI isn't going to be able to maneuver there.
05:04The AI isn't going to be able to, uh, to respond with that fire cutting off their approach or their
05:09escape.
05:13And this isn't scripted. Everything that's happening here is systemic and dynamic.
05:18Uh, John's improvising as he fights. He's picking his targets. He's using the information he gathered.
05:22And you can see the village beside him is completely in flames.
05:26It's procedural fire. It's not scripted. It's not fake.
05:29This is a fire that spreads in the direction of the wind, consumes the assets.
05:33Here's an, an enemy using a truck to try and take him out.
05:36So not everything is written in concrete. Not everything.
05:40It's not, it's not that not everything is written in concrete.
05:43It's that nothing is written in concrete. It's a really organic, dynamic system.
05:47Oh, we've got out that heavy artillery now.
05:57John's just going to make his way to the other side of the camp now that he took out that
06:00vehicle and maybe find another vehicle that he had marked on the map.
06:03Use that to make a hasty escape.
06:06Like I said, it's a teaser.
06:07We have a, a full 20 minute, uh, demo in theater showing off completely different locations, completely different gameplay, which
06:15you're all welcome to come and see tomorrow.
06:17Uh, and in addition to that, we have a full hands-on demo on Xbox, PX3, and, and PC.
06:23And you will get to see that, in fact, all the console versions are running exactly the same game as
06:28you're seeing a PC here right now.
06:29Thanks.
06:30That's all.
06:30Thanks.
Commenti