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00:00www.fbcfirebreak.com
00:30This job is basically a wrapper for a unique crisis that you'll be assigned to put down.
00:35And just like real world crises, like fires and floods, these things have a way of coming back.
00:40So the work is important, but never ends.
00:48The FBC has been locked down for years at this point.
00:52And everything you can imagine going wrong in a place like the oldest house has now gone wrong.
00:56And those things have turned into jobs for Firebreak.
01:02Each job is set in a different location within the oldest house and features unique objectives and mechanics.
01:08Paper chase is set in the executive sector.
01:11And there's only one objective.
01:13Destroy sticky notes.
01:16You'll get to pick from three saved loadouts called Crisis Kits, each one centered around a unique tool and a
01:21general playstyle.
01:23Once you know what type of job you want to take on, you'll choose the threat level and the clearance
01:27level.
01:27Threat level deals with the combat intensity.
01:30Clearance level is all about the complexity and the length of the crisis that you're going down to face.
01:36Now, both of these levels deal with a few other cool things, but we'll talk more about those in the
01:40future.
01:43Coming from Control to FBC Firebreak, there are some key aspects of the franchise that we really want to keep
01:48holding on to.
01:49We want to keep the game as weird as possible.
01:52And even though the team at Firebreak is a bit smaller, I think we've been able to pull the weirdness
01:57aspect really well.
01:58We have these two questions that we usually ask ourselves.
02:01Is the idea something that could only happen in the oldest house and that only remedy as a developer would
02:08do?
02:09If the answer is yes to both of those questions, then it usually means we are on the right track.
02:16As a result of that creative process, we end up having quite a lot of wacky stuff in the game.
02:20This job where you need to find these mannequin ski instructors and load them on to a paranatural ski lift
02:30to appease it.
02:33I've been a designer of Sword at Raymeddy for a quarter of a century now.
02:37And I personally play multiplayer games much more myself, so it's really nice to finally be actually designing a multiplayer
02:46game.
02:48It's not the kind of carefully curated single player experience that Remedy is usually known for.
02:53It's more of a systemic game where you and your friends discover how everything works.
03:01My absolute favorite example, we have the showers, and these are actually our main mechanic of healing in the game.
03:08But if you're just going in there, the water is going to be cold, and the cold water is going
03:12to slow you down for a bit.
03:14But what you can do is that you can fix the heaters attached to the showers, and then that whole
03:20thing is going to make the whole shower experience more pleasant.
03:25Okay.
03:30When we talk about being different, we apply that same thinking to our crisis kits.
03:35So first, we've got the crank-operated fluidic ejector, which is used to extinguish fires, slow down enemies, or even
03:41clean the harmful conditions off of your crewmates.
03:43Then there's the electro-kinetic charge impactor, which is sort of like a defibrillator had a baby with a pogo
03:49stick.
03:50And the big wrench, which is, you know, a big wrench.
04:07So yeah, it's a spin-off of Control, but you're not really a levitating superhuman like Jesse.
04:12You get your power more from gadgets and using paranatural objects, and then of course you get power from the
04:18fact that there's three of you.
04:20Well, actually, still only one of you, but you have two friends.
04:24I hope you have two friends.
04:26Or get two friends at least.
04:32The combat is not just about the gun.
04:34The tools also really matter.
04:36So for example, your friend can be using a water cannon to cool off the hotheads of his, and then
04:42you can be just finalizing the deal.
04:52We want you to play this game as easily as possible with your friends, so we're making sure that all
04:56content is available to all players.
04:58With that in mind, we're not ready to talk about the specifics yet, but what I can confirm today is
05:02that all playable post-launch content is available for free for all players.
05:07Once the game is in your hands, we want to hear from you, the community, on what you think about
05:11this game, what you really like about the game, and the things that you might not like so much, because
05:16all of those things together will help shape the game in the future.
05:20And if you'd like to do that, please go to our Discord server, which is discord.gg slash control. Link
05:25to that is in the description below.
05:27We are far along in development, but there are plenty of things we haven't talked to you about, from corrupted
05:33items, to player progression, to resonance.
05:35But hey, that's for another time.
05:49Only Remedy.
05:53Remedy.
05:54We'll play as a team of volunteer first responders.
05:59Sorry, I lost that.
06:01It's not just about you having showers, though.
06:05It's also about your friends having showers.
06:08But let's not talk about showers anymore.
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