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  • 8 ore fa
In alta risoluzione il video della quinta parte del dietro le quinte di Legendary, sparatutto a opera di Spark Unlimited.
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00:01Rated M for Mature
00:32The concept for Legendary came about because the people working at Spark had worked on World War II titles for
00:38about ten plus years.
00:40So we really wanted to work on something fresh and different.
00:43We wanted to sink our teeth into something new that wasn't just human versus soldier AI combat,
00:47run for cover and pick up weapons and different hit points for different weapons and that sort of thing.
00:52We really wanted to do something fresh and spark some inspiration in the team.
00:57And what the team was really interested in doing was looking at non-human combatant AI.
01:03And so Legendary was going to be a real break in sort of our history and what we had done
01:08and really give us a chance to really spread our wings and our talent in a new direction.
01:12My name is John Garcia Shelton and I'm the producer.
01:17We really wanted to take what our skills were, which were sort of action-packed first-person shooter,
01:22but also take on new challenges.
01:24And we really felt like creating the creatures of Legendary would be a really fun challenge.
01:29These aren't normal pop-up enemies. They're not going to stay in place.
01:32We've been playing through the game from September of last year.
01:36Playing consistently through all the levels, trying to tune them and polish them
01:40and look for every last bit of clarity for the player, removing all player fatigue.
01:46We really look for things that are going to keep that player playing for a couple hours
01:50and realizing, wow, it's one in the morning, I can't believe I've been playing this long.
01:54They lose themselves within the world, which to me is really the number one objective.
01:58One of the things that we establish in Legendary is the signet that is branded to Deckard.
02:04The central character of Legendary, he's the player's character.
02:07One of the most interesting design issues that we had was how powerful we wanted it to be
02:12versus how non-fantasy we wanted it to be.
02:16And finding the good balance between it being a useful tool for the player
02:20but also not something that overpowered all the other weapons or the other equipment
02:23or creatures or everything else in the game.
02:25So we ended up going in a direction of making it more of a passive useful tool
02:30as opposed to another gun.
02:32The main thing we wanted with Deckard was a person who was disconnected from all of the secret societies.
02:38who was somebody who the opening of the box and the background of the box was something new.
02:44The look for Deckard was based really pretty specifically on Steve McQueen.
02:48We wanted a guy that looked really cool.
02:50And we wanted to kind of be a classic cool, not like a modern cool or like a future Matrix
02:55cool.
02:55We wanted like sport coat jacket, tough guy.
02:58Vivian is a character who's kind of caught in the middle between Le Fay, the villain, and Deckard.
03:03And she becomes kind of his guide through the world.
03:06We did make a very conscious choice to make Vivian something other than your standard generic love interest.
03:13We wanted to actually produce a character that was placed in a similar situation to the player.
03:19Legendary is about human survival in the face of incredible odds.
03:23It's about surviving the end of the world.
03:26It's about preserving the human race and trying to save it from complete destruction.
03:40Seen a scene where a human gets ripped to shreds is very satisfying.
03:44of reading to short history and touching.
03:45Make a character in the face of Ching- competencies.
03:45The EV6 comes Г- cic- hadi luminously.
03:45...and be malicious.
03:45I don't know what if I were just a kid but I was around the world Er sig,
03:46...l Jugendson does?
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