00:00Peggy 18
00:02So now I'll wait to obviously gameplay mechanics
00:05Kind of creating that survival horror experience
00:07Is very important
00:08There's going to be a lot to handle
00:10But the player will have all the tools
00:13In their disposal to fight the darkness
00:21Sega stories start relatively classic horror movie
00:25It's like someone from the real world
00:28Entering this quirky town
00:30Coming here to do a job
00:32She has this uncanny intuitions
00:34That allow her to solve difficult case
00:36She kind of perceives that threat
00:38Through the lens of this case board
00:40The case board is a mental projection
00:42Where she kind of gets to stash data that she's gathered
00:46And that's where she makes sense of it
00:47She's profiling suspects who appear in vision-like way
00:51She calls it her mind place
00:54When she's confronted to her first take
00:56Suddenly the supernatural is really present
00:59And she's excited about it
01:02She's curious it's something new for her
01:03When Kieran meets Saga for the first time
01:06It was interesting to have this feeling of like
01:08Being protective
01:09Like trust me you don't want to cross this line
01:12Because when you see all the things that we've seen at FBC
01:16There's no coming back from this
01:17But when the supernatural threaten a family
01:20The stakes are much higher
01:22And she has to fight for her own life
01:24And the life of her loved one
01:26Logan?
01:29Logan!
01:30So Saga has her mind place
01:32And then because we've got the two experiences
01:35This idea of duality
01:37We wanted to have the same concept mirrored on Alan Wake's side
01:41So he has what we call the writer's room
01:44There'll be in a version of Wake's cabin from the first game
01:48And then inside there we have different modules
01:50That the player can interact with
01:52One of those modules is what we call the plot board
01:55The player can see what they've done in the past
01:59It almost acts like a quest log in a traditional game
02:02And the player will be discovering inspiration for Alan
02:05So he'll be kind of coming across what we call echo scenes
02:08Something lingered here
02:09I have forgotten memory
02:12An echo
02:13These give Alan ideas that the player can then utilize on the board
02:17It's the idea of rewriting reality
02:20To be able to change the world around them
02:22I changed the story
02:24And with that the dark place changed
02:26This allows them to kind of progress through areas
02:29They would not be able to do before
02:30He'll uncover new narrative information
02:32Potentially even uncover more dangerous threats in that space
02:36Some vet came looking for the cult
02:38But it was a trap
02:40Light is definitely a big part of Alan Wake 2
02:42We have this new mechanic
02:43That allows Alan to place and remove lights in predefined scenes
02:47And since the dark place works in mysterious ways
02:51Doing this actually has a physical effect on the world
02:54So for example a wall could turn into a doorway
02:57Or a set of ladders
02:58This gives of course different opportunities for exploration and gameplay
03:05You need to use your light in a conservative way
03:08Because sometimes it helps you to guide you away
03:10And sometimes it can actually hamper your progression
03:16Saga needs to use your flashlight
03:17To burn away the darkness
03:19Expose weak spot
03:20Finding new possibilities
03:22Of taking down the enemies
03:24And for Wake
03:25It's a matter of figuring out
03:27What is real and what is not
03:28The danger will be lurking behind every single corner
03:33Definitely light is a weapon
03:35But it's also a way to survive
03:37From time to time you might get overwhelmed
03:39So you need to constantly push the threat back
03:43And seek refuge in the light
03:45And manage resources while doing all that
03:49We have put a lot of emphasis on the physicality
03:51On the enemies
03:52The way they animate
03:52And how they hit the player
03:54One thing that is important
03:56In comparison to other games that we have made
03:58That player needs to very actively look at the enemy tells
04:02Look at their combos
04:03Time their dodges
04:04Time their attacks carefully
04:06To defeat the foe
04:08While preserving the ammo
04:10We have weapons that allows more silenced approach
04:13And then we have more close and personal
04:14Getting the job done
04:16Style of weaponry
04:19Alan Wake 2
04:21Is built on the foundation of our previous games
04:25It's not just a step forward
04:27To me personally
04:29It feels like a leap forward
04:31The elements in interactive storytelling
04:35That I have wanted to experiment on
04:38And brought to our games
04:40They are all there present
04:42All pushed way forward
04:44In all kinds of unexpected ways
04:47It's all a very logical continuation
04:50On this journey
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