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00:09Grazie a tutti.
00:41Grazie a tutti.
01:00Grazie a tutti.
01:01Grazie a tutti.
01:31Grazie a tutti.
02:00Grazie a tutti.
02:16Grazie a tutti.
02:44I just wanted to let you know.
02:47I'll write as soon as I can.
02:49Stay safe.
02:52Your loving son.
03:17Never gets old, does it?
03:47Sir?
03:48Sir?
04:02I saw you apply to the flight academy again.
04:06Yes, sir?
04:08Yes, sir.
04:08Keep your head up.
04:10Took me a couple times before I got in.
04:13Thank you, sir.
04:15I'll see you, sir.
04:23I'll see you.
04:30I'll see you there.
04:33I'll see you there.
04:36I'll see you there.
04:44Welcome to Cloud Imperium Games Manchester Studio, I'm Chris Roberts and I'm pleased to announce we have just passed the
04:49major milestone. Squadron 42 is now feature complete and has entered its Polished Phase. To celebrate this milestone, we've gathered
04:56some of our core leadership together to share what this means.
05:07As Chris says, we've moved into the Polished Phase of Squadron 42, which means extra emphasis on ensuring things feel
05:14fun.
05:18This means focusing on the small and large elements of the game, such as dialing in combat encounters, but also
05:25looking at the feel of how you control your character or vehicle and making sure it's immersive as possible.
05:30We've paid extra attention to how your character reacts when in their ship, so that you feel like an actual
05:36pilot, whether that's firing your weapons, taking hits or punching the afterburners to get to cover.
05:43Ship AI has also seen huge improvements, with closer engagement distances and more varied behaviours. And with our new precision
05:51targeting mode, the action has never been as close.
06:00With the aim now on Polished, we've organised the project into self-sufficient strike teams, so we can focus on
06:07individual areas to deliver the best experience.
06:20This allows us to bring all disciplines together, with a unified vision of enhancing the gameplay, by seamlessly blending it
06:28with polished visuals, final cinematic performances, and our ever-improving technology.
06:52We're also dialing in gameplay features, such as the ship flight model, for both atmosphere and space, which covers master
07:00modes, control surfaces, and our gold standard HUD.
07:07Our interaction system, for both the world and your character, have also seen additional improvements, allowing us to hone and
07:14craft environmental puzzles, unique to each location, while allowing us to tell the story of the world around you.
07:37The military multi-tool is an essential piece of equipment for every pilot, that integrates all attachments into a single
07:44handheld device, and allows us to create really interesting challenges,
07:48including physics-based puzzles, including physics-based puzzles, using our updated rope tank.
08:12Our scanning, targeting, and marker system has also seen an overhaul, allowing us to highlight only the essential information that
08:20you need,
08:21such as key objectives, mission targets, and high-level scan information, while keeping your overall view as clean as possible.
08:42Tactical FPS combat and stealth, which has seen a suite of improvements, from improved looting, weapon feel and balance, realistic
08:50scopes, and smoother locomotion.
08:53Alongside our new and improved FPS radar and scanner, that provides you an overview of the battlefield, but at the
08:59cost of ramping up your own emissions.
09:02We've also seen the introduction of our maelstrom-powered destructible environment, which adds a layer of dynamism to the experience,
09:09alongside our improved AI, that can now have hundreds of combinations of traits,
09:14that allow us to create unique and challenging combat encounters, that really push your tactical awareness and skill.
09:50To be continued...
09:53To be continued...
10:04To be continued...
10:14To be continued...
10:16To be continued...
10:20We play and review the builds regularly, and call our action points in each level, from start to finish, and
10:26where we need to improve the gameplay.
10:29To be continued...
10:38To be continued...
10:43Allowing us to craft an experience that we can be really proud of.
10:49One specific area that I'm excited to dive in is the feeling of the player interacting with the world around
10:55them.
10:57As it's a core component of Squadron and really grounds the world that you inhabit.
11:02We've made sure that any interaction in the environment is physically represented by a character animation.
11:08To keep you in the moment and fully immerse you in the experience that we've created.
11:18Ultimately, this is the final phase of gameplay iteration, before we've fully transitioned into optimization and stability on the road
11:26to release.
11:28Agent Trejo, this is Colton, come back.
11:32At least it trips me out to see terraforming setups like this.
11:36We've tried to explain how atmosphere processors work, really shows how far we've come.
11:43What the hell is she?
11:46With the transition of Squadron to Polish phase, we've had the opportunity to find additional moments within the existing narrative
11:51to add subtle interactions where appropriate.
11:54It's been tremendously exciting to play through these areas and find places to augment the mood, support gameplay, and further
12:00embellish our story and characters.
12:02So yeah, I can't believe it, they said, I've got to wait another two years before I can reapply.
12:10So that's why I figured I'd get a job trying in security, because that's, you know, I can get some
12:17hours flying in the cockpit and whatnot, can't hurt, right?
12:21Exactly.
12:23We've also been capturing pickups for our lead female player character, as well as wildlines for our various enemies that
12:29you all will encounter throughout the game on both foot and in the cockpit.
12:32These consist of a range of responses and reactions that you as the player can trigger, which has been the
12:37culmination of efforts by the gameplay and AI teams.
12:39This means that you're going to have to tangle some very smart and reactive bad guys to complete your mission.
13:02At the heart of this immersive adventure, you'll find cutting edge cinematic storytelling thoughtfully crafted to fully immerse you into
13:10your story.
13:11We fight today.
13:13We fight today.
13:14So in 40 years from now, when you're surrounded by everything and everyone you hold dear and they ask, what
13:21did you do in the Battle of Vega?
13:25You can look them in the eye and say, I heard the line.
13:33Men and women of the second fleet, I am proud to stand with you today.
13:43Good luck.
13:45Push your bow.
13:50Nice speech.
13:53Any word from the recon team?
13:56Not yet.
13:58Well, let's get into position.
14:01Let's get into position.
14:10True to do.
14:22Throughout the polish phase, our team is taking every opportunity to push things to the next level.
14:30The Cine team is focused on finalizing edit lock
14:33on all of our big action
14:34as well as all smaller character sequences
14:47We are now able to adjust
14:49our shot composition to final cameras
14:51thanks to recently crafted space visters
14:53and level art being content complete now
15:12Detailed lighting passes can be done on hero sequences
15:15so we can show our cast and convey their emotions
15:17in the best light possible
15:20And we're making sure our cinematics are triggering
15:22as fluid as we can craft them
15:24so they form a coherent concerto
15:26with the rest of the player's narrative experience
15:29Mr. Wexler
15:30This is Lieutenant Commander Colton
15:33Oh
15:35Commander, hey
15:36Julian Wexler
15:36I'm the field manager of this little operation
15:39Welcome aboard the Archon
15:41What brings the Navy to this little corner of the universe?
15:44We got you flying with Lieutenant Commander Colton
15:46He's one of our best
15:47As others will share
15:49This is the most rewarding chapter of development
15:51which allows us to truly experience
15:53the visceral and oftentimes emotional moments
15:57that our narrative provides
16:01How did you handle it after Vega?
16:07I'm not sure I handled anything
16:12It helps to remember that stuff like this is supposed to hurt
16:18I've never been good at dealing with problems I can't fix
16:23Well, this is one that you don't have to do alone
16:28That's good to know
16:32For the animation teams
16:34Polish phase means refining the social aspects of Squadron 42
16:38that occur between the various missions
16:41and getting the behaviors implemented across all of its chapters
16:46Here we're dialing in the hangar
16:48to make it as immersive and believable an experience as possible
16:52That'll do it
16:53Done
16:54Paper lights
16:55Paper lights
16:56Paper lights
16:59Let's do this
17:00Let's do this
17:00I have to switch off on an entertaining fun thing
17:02then
17:03You'll be getting a weird after
17:04Turn it up
17:05and that's done
17:06That's a good job
17:14I feel that
17:15I feel that
17:15Anyway
17:16I'm off
17:19For example
17:21We're launching off a space carrier
17:23But we still ground the feel in real world actions
17:26Refueling, repairing, and inspecting
17:30And making sure that your next flight mission is a success
17:36This means we're looking out for pops, hiccups, or awkward transitions
17:40And ensuring that everything flows and looks like all the great mocap performances we've captured
17:51Let's ready some extra ice packs out of storage
17:54Whenever gunners are in full rotation you can always count on at least one of them getting hurt
18:00We also have you covered in everyday life
18:02The medical staff work diligently for their patients
18:06Whether they're players or crew
18:15We really want you to feel part of an authentic crew
18:18An important part of the UEE Navy
18:21And an enormous universe of people going about their everyday lives
18:32Let's go ahead and clear for takeoff
18:35Ground crew
18:36Prep bay for takeoff
18:37Copy that
18:39Hangar
18:40Ready for launch
18:43Takeoff approved Baron 2
18:45You have them all
18:59We're ready and hold on as you're launched off the deck of the carrier
19:07Baron 2, you are cleared for launch
19:11Have a safe flight Baron 2
19:20We want you to not only decide how you play the game
19:23But to feel as if the people you interact with are in that world with you
19:29I would have never thought a shotgun could be so pretty
19:32Damn, this R-97 is sleek as hell
19:36Like a lot of other weapons in Gemini's arsenal
19:38It has a higher rate of fire than most guns of its type
19:51We're working to support a feel of authenticity through world traversals
19:56Running, jumping and climbing
20:00Interactions with objects and the environment
20:13Solid weapon gameplay and enemy reactions
20:19As well as combat realities such as weapon malfunctions
20:29Or in close encounters of the more lethal kind
20:39Ooh, that's gonna hurt in the morning
20:43As we continue to focus on the quality experience
20:46We've been working closely with our art teams
20:49And it's been exciting to see their environments come to life alongside us
20:57While animation and design have been populated in locations
21:00Polished face for my teams means making huge advancements in the quality of our characters and environments
21:05We've established our standard with recognisable characters like Mark Hamill, Julian Anderson and Gary Oldman
21:12And we're now applying this to the rest of the cast
21:14And identifying any remaining tech requirements that need to be closed out
21:20The story of Squadron 42 takes you through a variety of diverse locations of varying scales and styles
21:27We've shared glimpses of several environments before
21:30And there's still plenty out there for you to discover
21:36One of the main challenges the art teams had to face during the development of Squadron 42
21:41Is ensuring the visuals are complementary to the narrative of the script
21:46The mood and feeling of a space is just as important to us
21:50As it is making sure we hit the visual quality that CIG has become known for
21:56No good, we can't hack it from this side
21:58Graves, we've got a locked door
22:01Can you give us access?
22:03No, I'm afraid that's a negative, Steve
22:06I would have to add you to our system to give you override permissions
22:13And there's a lot involved in that, it won't happen quickly
22:17Okay, we'll figure something out
22:22Everything you see during the campaign has been heavily inspired by the classics of 70s and 80s sci-fi
22:28But with a modern twist
22:30We want everything you see to feel like it has a soul
22:33Its own personality and tells of a history long before you arrived
22:42Crafting interesting flight spaces and their connecting tissue
22:46Has been one of the more unique challenges we've needed to overcome for Squadron
22:50Developing our VDB tech to blend seamlessly between tighter traversal spaces and into wider space vistas and planets
22:58Has proved incredibly difficult but rewarding
23:01Ensuring that Squadron flows seamlessly from one chapter to the next, without interruption
23:09Creating a diverse array of locations is essential to us
23:12Our environments need to work from a variety of scales
23:15We need to pay close attention to detail
23:18Whether we're working in a dirty engineering vent
23:21Or navigating the debris of a dying star
23:24Wondering what may be around that next corner
23:27Or even who may live there
23:28How would they have survived?
23:30And what state of mind may they be in?
23:49We've worked closely with our social teams in delivering a cohesive social experience
23:54When you're taking some down time from our refined flight and FPS missions
23:58Or even missions of the more eerie kind
24:15We'll be introducing new space stations on a massive scale
24:18All brought together and designed to be as tangible as possible
24:22We've thought about their function, their age
24:25And try to ensure there's a progression in artistic style with each station as you progress through the game
24:48As you can see today, the teams are working incredibly hard
24:52Ramping up the detail and quality to match the breadth of our vision for Squadron 42
25:02Now I know you're all asking, when can I play it?
25:05When can I play it?
25:07When we have the locked release date, you'll be the first to know
25:09Now we're in polishing phase on Squadron 42
25:12You will start to see a lot more things coming to Star Citizen
25:15As well as overall progress on the Persistent Universe
25:17The polish phase can take some time
25:20We've come this far and we want to make sure Squadron 42 delivers on the promise of being this generation's
25:25Wing Commander
25:27Now even though there's only a few of us in this video
25:29I'd like to extend a big thank you to all our staff around the globe
25:32Who have been putting their heart and soul into bringing Squadron 42 to life
25:36And I would like to thank everyone in the community for your patience and your support
25:40To paraphrase Emerald Bishop, when people ask, what did you do in the development Squadron 42?
25:45You can look them in the eye and say, I held the line
25:49I'm proud to stand with you
25:50Thank you for making this game with us
26:05As it does
26:07Namely
26:09Damned
26:20Be Крас
26:28Autore dei sovrapposti
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