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00:00www.mesmerism.info
00:30We founded Moon Studios during the rise of independent games in 2010.
00:34Back then, there weren't all that many modern Metroidvania games out there,
00:38and so we created Ori and the Blind Forest.
00:42Ori became a huge success with gamers and critics alike,
00:44and it helped spark new interest in the genre.
00:47Our next project was supposed to be something totally different,
00:51because for over 20 years we've been playing action RPGs religiously,
00:55and we always dreamt of where this genre could be taken next.
00:58At the same time, we felt that we could do even more within the Metroidvania genre,
01:02and so we embarked on making Ori and the Will of the Wisps.
01:07We ultimately shipped another game that was incredibly well-received,
01:11and that we're deeply, deeply proud of.
01:14But we had never forgotten about our dream of creating our own action RPG.
01:19We have left our mark on one genre before.
01:21Now we hope to do the same for action RPGs.
01:27Our story begins 841 years after The Embrace.
01:33King Harrow is dead,
01:35and he is to be succeeded by his young and untested son Magnus.
01:40Meanwhile, rumors of the return of a great plague,
01:43known as the Pestilence, are starting to emerge.
01:47Madrigal Selene, a ruthless figure in the church,
01:51sees the Pestilence as a chance to prove herself.
01:55These forces converge on the backwater of Isola Sacra,
01:59where rebel groups in the provincial government fight for control
02:03amid the isles' crumbling rules.
02:07As a Sarim, a member of an ancient sect devoted to defeating the Pestilence,
02:12you are sent in a merchant ship to investigate.
02:18On route, your ship comes under attack from a rebel group known as the Risen.
02:23The battle leaves the vessel battered and badly damaged.
02:27The ship stands little chance as it limps towards the shore,
02:31and it is torn apart on the rocks at sea.
02:35You find yourself washed up at the shores of Isola Sacra,
02:39bruised and unarmed,
02:41and end up caught in the midst of both a vast political struggle
02:44and a fight for survival.
03:03With No Rest for the Wicked, we decided to handcraft an entirely seamless world.
03:10Nothing in this game is procedurally generated.
03:16Instead of moving across a randomly generated flat plane,
03:20throughout this showcase, you will notice that our world is dense,
03:24interactive, uses a ton of verticality,
03:27and that every inch was crafted by a designer.
03:34You will be well served, always paying attention to your surroundings too.
03:38There are secret areas just about everywhere, that usually reward you with precious items.
03:48Loot in No Rest for the Wicked is randomized.
03:50It ensures that every player has their own unique experience,
03:54and that every time you explore an area,
03:56you might just finally get that last gold ore,
03:59or new battle axe you've been waiting for.
04:03We abandoned the old point-and-click model to move your character around.
04:07We wanted players to have ultimate control over their character.
04:11Every movement you make should feel tactile and be intentional.
04:14For that reason, we designed Wicked to be played using WASD or a controller.
04:33Instead of going for realism,
04:35our goal is always to create games that look like a painting come to life.
04:41Our artists spend years meticulously modeling and hand-painting all of Isola Sacra.
04:51You will traverse through plenty of breathtakingly beautiful environments,
04:55lit with natural day-and-night cycles,
04:58immersed in dynamic weather.
05:07We also engineered a very special way of rendering our top-down world,
05:11where you can always see so much further into the distance.
05:19Our goal was to make everything as interactive as possible.
05:23If an object looks like you can climb it,
05:25then you can actually climb it.
05:30And if an object is too thin to walk over it,
05:33you might just need to balance your way across.
05:57Right from the start, we decided to create an animation-driven combat system,
06:04which to us meant that every attack you make should be carefully considered.
06:09We wanted to bring weighty, precision-driven combat to the top-down space.
06:14Combat that's inspired by several different genres from ARPGs to fighting games.
06:22In order to overcome an opponent,
06:24you need to watch out for telegraphed behaviors and then punish accordingly.
06:32Timing, spacing and weapon weight are incredibly important in Wicked's combat mode.
06:42In Arrest for the Wicked,
06:44every single weapon has its own unique moveset
06:47and stats driven by RNG.
07:03Using this dagger,
07:04I'll have a hard time breaking this enemy's shield.
07:06Let's try something different.
07:17If you time it just right,
07:19you can parry incoming attacks,
07:21allowing you to exploit an enemy's opening.
07:37Gear in Arrest for the Wicked comes in four different rarities.
07:41White items are common.
07:43Unlike in other ARPGs,
07:45they're not trash loot.
07:46We instead made those the most customizable.
07:49Blue items are rare.
07:51They offer only positive enchantments.
07:54Purple items are cursed.
07:56They offer very positive enchantments,
07:58but they also come with a cursed enchantment.
08:01Gold items are unique.
08:03They are specifically handcrafted by our designers
08:06and offer unique enchantments.
08:09This rare claymore we found
08:11has an enchantment that increases my focus gain
08:14whenever I deal damage.
08:29every weapon has a chance to drop with its own unique rune,
08:32which can then be extracted
08:34and used on other weapons.
08:36That way,
08:37players can come up with their own unique moveset.
08:43You can focus through combat.
08:45It is then used to perform rune attacks.
08:47Let's try one.
08:59But every now and then,
09:00you might not even need to use your weapons
09:02to get rid of an enemy.
09:07Sometimes all you need is a little push.
09:11Every weapon you'll find in No Res for the Wicked
09:14has its own bespoke moveset,
09:16custom-made by our incredible animation department.
09:22Squash and stretch and other animation principles
09:25directly inform our combat design.
09:30Layered on top of that,
09:31enchantments that drastically impact weapon behavior
09:35and our deep rune system.
09:39All of this culminates in a weapon system
09:41that we feel is extremely fun and engaging
09:44and allows every player to create their own style of combat.
09:51When it comes to gear like armor,
09:53there is a wide range of options,
09:55each with their own design and attributes.
09:57The weight of such items
09:59even affects your movement in combat.
10:03For instance,
10:04if you opt in for a lighter, faster build,
10:06you can quickstep out of enemy's way.
10:09Quicksteps are fast
10:10and don't consume a lot of stamina.
10:15With medium weight build,
10:16your character will dodge roll.
10:18Those are slower
10:19and consume more stamina.
10:29For no rest for the wicked,
10:30we designed a soft class system.
10:34Instead of locking you into a character class
10:36that you then have to adhere to
10:38for the entire playthrough,
10:39we want you to have the flexibility
10:41and freedom to play as the type of character
10:44you want to
10:45and even come up with character classes
10:47we haven't even thought of.
10:50So far, we've shown what combat looks like
10:53with a more melee-focused build.
10:55Let's take a look at how combat changes
10:57for a mage.
11:00This character build uses a two-handed staff.
11:03We have three rune specials available.
11:05Blink,
11:06Fireball
11:07and Nova.
11:11Fighting multiple enemies
11:12is always tricky.
11:16When used right,
11:17Nova can be an absolute blast.
11:23The uniqueness of each item
11:25you find your craft,
11:27being able to create
11:28any character build
11:29you can think of
11:30through our soft class system
11:31and the randomized loot,
11:33all of these systems combine
11:34to ensure each playthrough
11:36and every player's experience
11:37is never truly the same.
12:06I saw as Sakura is riddled
12:08with plagued enemies
12:09known as the Thorn.
12:12As you can see,
12:14this Thorn has been left
12:15to mutate and fester
12:16and will prove particularly vicious.
12:20Our best course of action
12:22is to study his moves
12:24and attack
12:25whenever we see an opiate.
12:36bosses are also quite brutal
12:38in No Rest for the Wicked.
12:40They will punish
12:41every mistake
12:42you will make.
12:43But keep a cool head,
12:45make use of all of the skills
12:46you've learned
12:47and you just might succeed.
12:51As you can see,
12:53No Rest for the Wicked
12:53is an intensely skill-based game.
12:56Your gear greatly influences
12:58your power in battle,
12:59but whether you die
13:01or overcome the challenge
13:02is ultimately down
13:03to your skill.
13:17No!
13:20No!
13:21No!
13:21No!
13:23No!
13:23No!
13:23No!
13:23No!
13:23No!
13:23No!
13:23No!
13:23No!
13:33Along your journey,
13:34you will come across
13:35the town of Sacrament,
13:36the capital of Isola Sacra.
13:40Sacrament is a war-torn place,
13:42but over the course
13:43of your journey,
13:44you can help rebuild
13:45Sacrament
13:46to its former glory.
13:47Oh, ignore their gates, Sarum.
13:50Ain't likely
13:51never seen one of your kind.
13:53In order to demonstrate that,
13:55we'll switch to a realm
13:56that's already
13:57a little more advanced.
14:00Our goal is to make Sacrament
14:02as interesting
14:02and interactive as possible.
14:05Meet about with Mary,
14:06where the tailor's at your service?
14:09Mary,
14:10were you greets?
14:11My name goes first.
14:12Don't pretend you don't smell it.
14:14Come have a taste.
14:16And players will be in control
14:17over how Sacrament
14:18will evolve over time.
14:21For example,
14:23after my previous expedition,
14:24I helped Fillmore
14:26rebuild his smithy.
14:27He now sells better gear
14:28and is also able
14:29to upgrade our gear
14:31to a higher level.
14:34To that effect,
14:35we aim to make
14:36investing resources
14:37into Sacrament
14:38as satisfying
14:39and rewarding
14:40as investing resources
14:41into your character is.
14:46Let's take a look
14:47at another way
14:48you can make Sacrament
14:49your own.
14:51In Sacrament,
14:52you'll be able
14:52to purchase real estate
14:57well,
14:57if you have the funds
14:59to afford it.
14:59This city's gone to shit.
15:01Property in Sacrament
15:02can get a little bit expensive,
15:04but accumulate the riches
15:06and you can choose
15:07from a wide range
15:08of properties
15:08to suit anyone's taste.
15:10Your house is the perfect place
15:12to stash your loot,
15:14craft items,
15:15relax,
15:16and plan everything out
15:17for your next big run
15:19through the dangerous areas
15:20surrounding Sacrament.
15:22I just moved in here,
15:24so it's a little bit barren.
15:26Let's fix that.
15:29Out on your journey,
15:30you'll be able to collect
15:31or harvest valuable resources,
15:33which then can be used
15:34to craft new gear,
15:36furniture for your home,
15:37or even make improvements
15:39to the town itself.
15:43Catch a fish, for example,
15:45and it can be cooked
15:46and eaten, of course,
15:47but certain fish scales
15:49might even make
15:49for some fine arm.
15:53While I was on the shores
15:55of Sacra,
15:55I collected some pine wood.
15:57So now,
15:58let's make use of that
15:59and make this place
16:00a little bit more cozy.
16:08Housing is incredibly cool
16:10in No Rest for the Wicked.
16:11Since you're not constrained
16:12to a grid,
16:13you can come up
16:14with some really organic-looking designs.
16:20The table looks nice,
16:23but it's missing something.
16:25Ah, it was much better.
16:27While some items you can place
16:29in your house
16:30are just cosmetic,
16:31our goal is for most of them
16:33to be functional
16:34and have a gameplay purpose.
16:36With a range of properties
16:38to purchase
16:38and an incredibly flexible
16:40interior design system,
16:42we hope players will be able
16:44to find and design
16:45a unique place
16:46for them to call home.
17:11One last thing
17:12we'd like to show you today
17:13is a system we call
17:14Alive.
17:16Although No Rest for the Wicked
17:17features a traditional campaign,
17:19it was important to us
17:20that the Solar Sacra
17:21is very much
17:22a living,
17:22breathing world.
17:24In order to show you
17:26what that means,
17:26we're going to go to an area
17:28called Mariner's Keep.
17:30This is an area
17:31I've previously ventured
17:32through and explored.
17:37However,
17:38since my last journey
17:39through here,
17:39Niv have overrun
17:40the local area,
17:44presenting entirely new threats
17:46for me to tackle
17:47and resources
17:47for me to scavenge.
17:54The world of No Rest for the Wicked
17:56is constantly changing
17:57around you.
17:59And each time
18:00you visit a region,
18:02you'll be faced
18:02with a drastically
18:03different experience.
18:04of no reason.
18:07In order to
18:07the Wicked
18:08and the Wickeden
18:32inside you
18:33e no rest for the wicked
18:41You never really know what to expect
18:46For those of you who asked about endgame
18:48Yes, we've got you covered
18:50While we don't want to give away too much at this point
18:52Once you reach the endgame
18:54You can enter the Serum Crucible
18:57This is where you'll have to test your map
18:59Against some of the toughest enemies
19:01With a no rest for the wicked
19:05Our goal is and always has been
19:08To create a very different action RPG
19:10One that will hopefully move the genre forward
19:13We believe that Moon Studios is an incredibly unique position
19:16To deliver on this vision
19:17We have some of the best talent in the world
19:20United behind this
19:22And we're not afraid to take the risks
19:24That need to be taken
19:25In order to change up the status quo
19:27We've poured an incredible amount of blood
19:29Sweat and tears in this project
19:31And now we're at a point where we need your help
19:34To shape and build wicked into the best game
19:37It can possibly be
19:38Therefore, we'd like to invite all of you who love this genre
19:42Who grew up with it the same way we did
19:45And who are excited to see a new take on it
19:47To join us on this journey
19:49And so we're happy to announce
19:51That we're going to be launching
19:53No rest for the wicked
19:54After all of these years
19:55Into Steam Early Access
19:57Next month on April 18th
20:00Over the course of Early Access
20:02We'll be tweaking, patching
20:03And balancing the game
20:04With your input
20:05And you will also see major content updates
20:08Throughout development
20:08Until we hit our 1.0 release
20:10At which point
20:11We're planning to release
20:12On consoles as well
20:14Wicked has been built from the ground up
20:17With multiplayer in mind
20:18So the first of these major updates
20:20That we will be releasing in Early Access
20:22We're providing you with an innovative multiplayer experience
20:25Allowing you to play Wicked
20:27Alongside or even against your friends
20:29Our second major content update
20:32Will bring all new regions to Sakura
20:33New enemies, narrative updates
20:35And so much more
20:36With story, system and gameplay content updates
20:39To follow thereafter
20:40Your support and feedback
20:42During this very critical part of Early Access
20:45Really does make a difference
20:47No rest for the wicked
20:48Begins a new era for Moon Studios
20:50And we're committed to this project
20:52For the long run
20:53We're incredibly excited
20:55About what will be in No rest for the wicked
20:57Already in day one of Early Access
20:59And we can't wait to show you all the stuff
21:01That will follow in the months to come
21:04Once the showcase is over
21:05Be sure to tune in
21:06To your favorite media and content creators
21:08For the hands-on impressions of No rest for the wicked
21:11Immediately following this showcase
21:13We can't wait to see you all on April 18th
21:39We'll be right back to you all on April 18th
21:47We'll be right back to you all on April 18th
22:08Grazie a tutti.
22:48Grazie a tutti.
23:18Grazie a tutti.
23:48Grazie a tutti.
24:18Grazie a tutti.
24:47Grazie a tutti.
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