00:01We have the biggest gameplay team in Remedy history.
00:05In Resident I think we've taken the next step.
00:08It just felt good, it just felt fun and it's like something that nobody's really done before.
00:25One of the challenges when you take steps towards an RPG direction has been the permutations of options that accumulate
00:37after we start to kind of lay them in front of the player.
00:40Even in the first game we wanted to take these RPG elements that we bring into a Remedy experience.
00:47That's been our kind of a conceptual direction day one with Control.
00:52That we want to see what the Remedy RPG game would look like.
00:58And what was important to us is that we do it in our own way.
01:01And we're known for storytelling, creating these kind of deep narratives, an interesting complicated world and so on.
01:08So it felt like we have all the right ingredients to be able to kind of step into this more
01:14RPG oriented direction.
01:15And it's been wonderful. We're really excited about that.
01:19We have the biggest gameplay team in Remedy history which allows us to make more weapon forms, more paranormal abilities,
01:27more deeper gameplay systems.
01:30And the whole gameplay experience will then be much more solid and I would say much more fun.
01:37So one very very big thing that was our main way of forcing the players to engage with combat in
01:43the first game was we just had his barriers appear on the doorways and lock you in with the enemies
01:50and you had to kill everyone to get out.
01:52On the open streets we most of the time can't actually do that because we can just make these huge
01:59red walls appear around the player.
02:02So instead what we do most of the time we try to incentivize the player to kill the enemies.
02:08So you can be fighting enemies with melee on the ground level, for example on the street, then use the
02:15reach ability to zap yourself up onto a vantage point, shoot some projectiles down and then jump back down with
02:23a ground slam to finish them off.
02:25I think that's really satisfying.
02:27When we started to put together this functionality, it started off small, right?
02:31Like first off we wanted to just kind of tap into the idea of having a shifting gravity and that
02:37was it.
02:38But as we kept working on it, it just felt good.
02:42It just felt fun and it's like something that nobody's really done before to this extent.
02:47And we kind of got more excited and engaged by it and we kept going further.
02:52The first time I saw this functionality, I was blown away because I knew when I saw it that we
02:59have something really unique and exciting going on here.
03:09His and the mold have evolved.
03:12They've become way more complex from the previous game where we all only had like humans with different guns.
03:20So this time we tried to also emphasize way more the two factions from each other.
03:27His and the mold are these factions that we discover in the first game.
03:32Different paranormal forces, equally dangerous.
03:35Of course they have different identities and in the way they affect the world and a different kind of a
03:41visual appearance and so on.
03:42The mold was one of those things that we needed to visually evolve a bit when stepping out of the
03:48oldest house.
03:49Because we didn't want this game to just feel like it's in a post-apocalyptic setting where the nature is
03:56taking over.
03:58But our mold really needed to read as an other dimensional threat.
04:02In Resident I think we've taken the next step.
04:05Enemies have very distinct combat roles.
04:08They're all kinds of different shapes and sizes.
04:12Both the his and the mold have evolved a lot as threats.
04:16And they are really good at getting the player to use the right tools at the right time.
04:21The real world has some kind of an influence upon them.
04:25Making them more violent, more aggressive, more unpredictable as well.
04:31Posing a lot of interesting challenges.
04:34Movement and Paranatural abilities that Dylan uses aren't just a part of the exploration and of covering distance in the
04:43level.
04:44They're also about strategy in combat.
04:46So what is different for Control Resonant is that when Jessie had her service weapon,
04:53it was always visible in that form if you're in combat in Control Resonant.
04:59Aberrant is only taking the form it needs when it needs it.
05:03So that means that the form actually only appears when you're doing the melee attack.
05:09This means that sometimes, because there's a huge variety in the forms that you can take,
05:14sometimes we only have very limited amount of frames to actually show the form.
05:20So we try to do the best we can to actually showcase them.
05:25But also at the end of the attacks, we have different ways of making the forms then disappear.
05:30Aberrant is not just one weapon either.
05:33It can shift into different forms depending on what you've unlocked
05:38and depending on what is needed for the job at any given time.
05:42So it will evolve with the player as they progress through the story
05:47and as you explore the world and find new ways to fight.
05:52And also the first thing that you do in the game is actually choose which form it will take.
05:58So we don't give you a predefined form right in the beginning.
06:02We actually get you to choose what you want straight up.
06:05We heard player feedback from the first game
06:08and we're happy to reveal that Control Resonant will have safe slots
06:12so you can try different things and have multiple concurrent playthroughs going at the same time.
06:19You also get access to certain endgame activities in the game.
06:24One example of those is Shuum which will be familiar to returning players from Control 1.
06:32It's an arcade machine and you will find one of these arcade machines in each zone,
06:39each with a unique challenge.
06:42They're quite hard to beat but they also have leaderboards.
06:45Story has always been in the center of Remedy Games
06:48and story is super important for us as well.
06:51But when it comes to the second to second combat and traversal,
06:55we've really gone to town with gameplay.
06:58Now with Resonant we are taking it to the next level.
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