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  • so in 2014 came out with second son and about 67 months later came out with first light and then about a year from that, yes, four pro was starting to come out.

  • So we wanted to support that with second son and fetch with first light and all the cool Izabela to come with that.

  • But behind the scenes, what we were really working on was trying to figure out How do we make a new game like if we were going to depart from infamous like It's got to be awesome.

  • And what is the process to get there when we're looking at our next project?

  • We wanted to stay open world because we're giving authority power to the player.

  • We didn't want to walk away from that.

  • We think it's integral to modern gaming, that players are in charge and I think in true sucker punch fashion, we answered that with Hey, what is everybody at the studio?

  • Think and we had about, I believe, was 70 72 pitches, 72 ideas that kind of all formed up from various corners of the studio and we try to coagulate that into like one no idea.

  • Turns out these things were really, really hard.

  • We I thought a lot about open World games and what makes some open World games just beautiful and great.

  • And we kind of settled on one and have a clear fantasy as the player who who are you?

  • What are you gonna be doing in the game?

  • And then we came upon this game idea, which is awesomely simple.

  • Right to hear about it is to want to play it.

  • Who doesn't want to go to feudal Japan?

  • Who doesn't want to be a samurai with a katana on their hip, right?

  • When you tell somebody that you get to play as a samurai, you don't really have to say anything else.

  • You just say that fantasy and everybody just builds a list of scenarios and narratives and game play scenes that they that you might get to play in that when we hit upon the Mongol invasion of sushi, Um, of 12 74 it all clicked.

  • Suddenly you knew who the heroes were, who the villains were, what the stakes were for the world and you had a video game.

  • I'll ask you once again, somebody do you surrender ghosts.

  • Tsushima is a action stealth adventure game where you play a samurai in feudal Japan and we're taking inspiration from the historical point in time where the Mongol army invaded the island of sushi.

  • All those locations are in engine there in the world.

  • That's the place that you're going to defend.

  • Huge island filled with a lot of different places, towns, people.

  • There's so much to learn.

  • There's so much to see.

  • I think player choice in this game will mean something very different of the games we met in the past.

  • We really want you to have that choice of hay, that cool bamboo forest over there.

  • I really want to check it out.

  • I want a head in that direction and I want you see what it is.

  • There's no way point.

  • There's something that says, Go here and look at this bamboo for us.

  • We just hopefully a presenting something that's beautiful and exotic.

  • That's different in the current place that you might be in, and that will come at a world choice, right?

  • Like that's your adventure choice.

  • Where do I want to go?

  • An infamous we let you explore powers in this game, we let you explore what it is to be a samurai inside of this enormous landscape of medieval Japan.

  • You know, here at the studio, sometimes we talk about the world as a character.

  • And I think that even in second son, we pushed really hard to make the flavours of the world come alive.

  • There's all these other elements that make you remember what it really felt like to be a tourist in this place.

  • And we're gonna do the same thing for this game, starting with someone shot you see in the trailer.

  • We've been working on this game for three and 1/2 years.

  • It's exciting to be at a spot where we're finally able to share with the world what we've been working on.

  • And now it's just up to us to actually deliver this fantasy, this wonderful fantasy about being a samurai in feudal Japan.

so in 2014 came out with second son and about 67 months later came out with first light and then about a year from that, yes, four pro was starting to come out.

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Ghost of Tsushima - 開発者日記。舞台裏|サッカーパンチオープンワールドゲーム (4k) (Ghost of Tsushima - Developer Diary: Behind the Scenes | Sucker Punch Open World Game (4k))

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    林宜悉 に公開 2021 年 01 月 14 日
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