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00:09La LOS PART 2
00:09I'VE DONE!
00:10I'VE DONE!
00:10I'VE DONE!
00:11Non è più di due anni fa, quando abbiamo finito la LOS PART 2
00:14e abbiamo lavorato su loro flashbacks,
00:16per questo per l'inizio,
00:18siamo fatti felici di pensare,
00:20come se abbiamo fatto che abbiamo fatto la LOS PART 1
00:22che si è così bene, non è così bene,
00:24che abbiamo fatto con LOS PART 2,
00:26dove ci sono stati molto piaciuto
00:26di quello che possiamo fare con un giocatore grafico,
00:30e mi sento che, se facciamo così,
00:32ci siamo arrivati più vicino alla visione dell'inizio,
00:35di quello che il primo game sarebbe stata,
00:37se non fosse stata costruita per la tecnologia.
00:44La visione originali di The Last of Us
00:48è più grande di quello che la PlayStation 3 era capace di.
00:54The tech of the PS5, it's like an open box of tools and goodies that we can play from and
00:59draw from.
01:00The 4K, HDR, improved haptics, 60 frames, help us to reimagine The Last of Us.
01:12It gave us opportunities to rebuild our characters at the highest fidelity.
01:17Not only are the characters more detailed, I mean down to the irises and the pupil depth.
01:24You know, you fall into the eyes of the characters.
01:28Aside from that, the facial animation is just way more believable.
01:33Like all the nuances, all the little subtle reactions, glances, glares, right?
01:37Like you get all of it almost closer to sort of the original performances.
01:42So no matter what, you stick to me like glue.
01:45Like glue.
01:46Like glue.
01:46Got it.
01:47Good.
01:47Good.
01:48We are able now to not only just have the highest fidelity characters in the cutscene, but also in gameplay.
01:56It's the same character.
01:57So now we can do these seamless transitions in and out.
02:00Every part of the game has benefited from seamless transitions and emotional scripting.
02:07Pretty good, huh?
02:08Our stories happen in gameplay.
02:12On a stick.
02:12She knew my mom.
02:14All this stuff is designed to keep you constantly in this world.
02:19Riley, come here!
02:21Now you got this, go!
02:28One of the things that the PlayStation 5 is really enabling is that we're able to have a density of
02:35physics objects in a scene that we could never do before.
02:38Like this has always been the dream is to have this number of bumpables, chippables, breakables, destructible objects in a
02:45scene.
02:46It just makes the world feel rich, makes it feel lived in.
02:52Materials kind of have the properties that you'd expect.
02:54The turret truck in Pittsburgh, when it's firing at you and it's just ripping apart the concrete and sending objects
03:03flying left and right.
03:03Seeing things break, like there's fear, there's a real fear that it invokes.
03:09And it's giving us a much more dynamic range of gameplay to play with.
03:14Surround him!
03:15Our AI tech has just increased incredibly.
03:18What we were building the basis off of was The Last of Us Part II's AI.
03:21And it has sophisticated systems for things like the fundamental knowledge model of how these NPCs perceive and understand what
03:29the player is, is much more sophisticated.
03:32Now how the enemies are communicating with each other, how they're chasing you, how they're flanking you, how intense that
03:38fight feels.
03:39It's so much more rewarding coming out of it from the other side.
03:48One of the other big AI improvements is the Buddies.
03:52The Buddies technology that we developed for The Last of Us Part II has this very sophisticated understanding of like,
03:58okay, this is where the enemies can see their exposure.
04:01We not only have exposure, we have future exposure.
04:04So Buddies can know, okay, that enemy is walking forward and they're about to round this corner.
04:09So in three seconds that corner is going to be exposed.
04:12So I'd better move now to avoid this enemy seeing me.
04:15This really lets the Buddies make very complex decisions and maintain that feeling of stealth much more believably.
04:25Another big enhancement to the gameplay is that we have this technology called motion matching.
04:31Motion matching is this technology that's basically using logic that tries to match the desired movement to a bucket of
04:38hundreds of animations.
04:40A mo-capped actor has gone in and run this whole gauntlet of movements to get a really full set
04:45of all the different ways a person can move.
04:48And then it's basically every frame trying to find the best matching animation that fits the path of where the
04:54character is going to go.
04:54And this motion model just gives this really seamless sense of transition.
04:59The player's movement is just a lot cleaner, it's this really smooth organic movement through the space.
05:05First we just had to build that core experience.
05:08And then beyond that we wanted to add several features that fans have been asking for.
05:13For example, we now have a permadeath mode.
05:17Along that we've added a brand new speed run mode so players can time themselves.
05:22There's a whole community of gamers that just want to see how fast they can play through this game.
05:26Beyond that we added a bunch more of unlockables.
05:30So there's all these different outfits for Ellie and Joel that people can unlock.
05:34A model viewer mode so people can really appreciate the details.
05:38We added award-winning accessibility features.
05:41Every single accessibility option that we offer, that's a barrier removed for someone.
05:47As she surveys the apartment, her eyes wander to Joel.
05:50She steps past the couch.
05:52He wears the wristwatch Sarah gifted him, which now has a cracked face.
05:55To my knowledge, this is the first PlayStation game that has audio description built into the game, built into the
06:01cinematics.
06:02Now it's nighttime. Joel stirs in his sleep.
06:05And that's really the way we've tried to push the frontier of accessibility on this game.
06:15So much of the identity of The Last of Us is the world.
06:22We revamped completely the art direction.
06:26You know, everything from these expansive vistas that not only are they beautiful, but you feel the environment.
06:33You feel the environment in a much more visceral way.
06:35The rooftops overlooking the Capitol building, for example, like just the breath of fresh air when you go up there
06:41and you just like, you feel that sort of release in tension.
06:46And then, you know, to juxtapose that, down in the tunnels in the wilds and you get that dank, flooded
06:53tunnel feel, that humidity, you can actually feel it.
06:56All these environments are just completely reimagined.
07:00Now we got our engine on the PS5, those haptics, the 3D audio, the fast loading.
07:05It really creates a much more immersive, and because of that, much more emotional experience.
07:09One of the things I absolutely love with the 3D audio in The Last of Us Part 1 is being
07:14able to hear an enemy before they sneak up on you.
07:18And trying to do a stalker fight with the 3D audio is just so much fun.
07:22You're hearing them skitter around in a different room, and you're hearing them trying to get it behind you.
07:34Having that two-part reaction of like, hearing, turning, seeing, reacting, it just really heightens that sense of just being
07:41grounded, you are in this character, you are in this world.
07:47Now, with the PlayStation 5, the amount of control that developers have over the DualSense, it's really, really cool.
07:55All the guns in the game have a variable amount of resistance on the triggers when you aim them.
08:00The way it works with the bow is that at the very beginning, when they're starting to draw the bow,
08:04there's a little bit of resistance.
08:05And then as the bow gets totter and totter, the amount of resistance is increasing.
08:09And then when you release the bow, you're also getting that resistance going out of the trigger.
08:15When you are aiming and firing the shotgun, you're going to get a hectic vibration on the shot.
08:21And then what I think is one of the ways that the DualSense really advances things is you're going to
08:26get a hectic vibration on the pump of the shotgun.
08:29And what's much more sophisticated about that on the DualSense is that, in effect, it has a little, like, speaker
08:35in it.
08:35And it's playing an audio file that comes through in the vibrations.
08:40And those two beats is what you're going to feel on the controller.
08:46This looks like a good spot.
08:48This also ties into the new workbench animations.
08:52So if you're seeing Joel taking apart a gun or screwing something in or putting a new stock on a
08:58gun,
08:58that moment where he's, like, jamming that on, you're going to get that hectic feedback on that.
09:03We have, you know, haptics all across the board, you know, for all the moments you kind of expect for
09:08clambering, jumping, landing, meleeing, getting melee,
09:12like, all those kind of high-intensity moments we have represented in the haptics.
09:19What I personally absolutely adore is the way we can enhance the really, like, quiet, subtle moments of gameplay.
09:26So it's like when Joel goes in to pet the giraffe, getting that little light touch on the haptics as
09:32he's petting the giraffe.
09:35To me, that's the essence of The Last of Us.
09:37It's the high-tension moments, it's the low-tension moments, it's all of it feeling grounded.
09:42It's your feeling immersed in this world.
09:44It's all about bringing you along with that story in as many ways as we can.
09:47And that's what the new technology on the PlayStation 5 is allowing.
09:56Is that everything you hoped for?
09:59The jury's still out.
10:01There's something special about that core experience of playing as Joel and Ellie on this journey.
10:07And to take that experience and really honor it and keep the authenticity of it.
10:15But elevate it in every way possible, whether it's pipeline, whether it's art direction, whether it's technology,
10:20everything that allows us to make that experience better, not different, extremely better.
10:26That's why, to me, this is the definitive way to play The Last of Us.
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