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00:02Grazie a tutti.
00:30We wanted the challenge to come from reading and reacting to your opponents, rather than hacking and slashing.
00:36So the advice we give is to stay calm and make the most of every opportunity, since fights can be
00:42won or lost in two or three hits.
00:45Every fight demands focus and attention.
00:47We really wanted to reward careful observation and master of your abilities.
00:51Whether you approach a fight by surprising an opponent with your dagger, ducking under one of their attacks,
00:56faking them out, shoulder bashing, or taking advantage of friendly fire.
01:00We also designed this mode called Combat Assist.
01:02It gives you more time to read and react while still offering a challenge.
01:06It was also important for us to have alternatives to fighting.
01:09So some difficult combat encounters can be completely avoided by using or trading items, rather than going in sword first.
01:17The environments you move through, the items you find, they all give you clues as to what the different characters
01:23want.
01:23But you might inadvertently make an encounter more difficult if you use the wrong item at the wrong time.
01:28And then there's characters that just don't care enough to fight you, if you run away.
01:33They might have been protecting their territory, and just felt threatened.
01:37By not rushing into combat, you give yourself a chance to learn more about the characters and their relationships with
01:42each other.
01:43A lot of these ideas came from Sarah and me wondering, how would you communicate with creatures you share no
01:48language with?
01:50Of course, attacking a creature with a sword is a pretty clear way of telling them you're an aggressor.
01:56But there are also non-verbal ways of telling creatures you mean no harm.
02:02Every time you make one of these decisions, you're shaping the main character and the tools they'll have at their
02:07disposal.
02:08For example, this is one of the harder fights in the game.
02:11You can choose to help this character out, you can ignore them and just walk right by, or of course
02:16you can fight.
02:17You'll actually get different items based on what you do, and those items will impact later encounters.
02:23We did all this because we wanted the world to feel alive and bigger than the main character.
02:27We're really proud of these moments.
02:29We think of them like difficulty settings built into the gameplay,
02:33that also serve as inflection points which shape your adventure.
02:37These things you can really only do in a video game.
02:40They create an adventure built from your actions.
02:43And that's what Sarah and I think is really special about games.
02:46Thanks so much for watching.
02:48On to the end, we'll be out this December.
02:50And we can't wait to hear about your experience playing it.
02:55We'll be out this December.
02:58We'll be out this December.
02:59We'll be out this December.
03:00We'll be out this December.
03:01We'll be out this December.
03:02We'll be out this December.
03:03We'll be out this December.
03:04We'll be out this December.
03:04We'll be out this December.
03:06We'll be out this December.
03:07We'll be out this December.
03:07We'll be out this December.
03:08We'll be out this December.
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