So apparently they hired some people from Fallout and Witcher to do work on this? GG may have something special here
And I think it's safe to say Guerilla Games can do better combat and movement than CDPR. We may have a classic on our hands.So apparently they hired some people from Fallout and Witcher to do work on this? GG may have something special here
Great combat with a solid story/plot. May be the ultimate RPG we've been waiting for this genAnd I think it's safe to say Guerilla Games can do better combat and movement than CDPR. We may have a classic on our hands.
Although the player will have immense freedom in how they choose to explore the world, the action will still be rooted in grand narrative. Guerrilla Games brought on John Gonzalez, who was lead creative designer on Fallout: New Vegas, and one of the narrative designers for The Witcher 3 from CD Projekt Red to help craft the story
Rather than going straight in and picking off a few of the Grazers with her bow like she does in the trailer, the developer instead opted to set up a trap. She used the rope caster, shown in the trailer for pinning down the massive Thundermaul, to run explosive trip wires between a few boulders near the herd. Her trap set, she then fired an explosive arrow at a boulder on the opposite side, spooking the herd into charging the other direction and getting blown to smithereens
Before Aloy can loot their remains for valuable scrap materials, however, a monstrous Thundermaul shows up to avenge the herd. Before jumping into a pulse-pounding battle, the developers pause to show off just how fantastically detailed this creature is.
The Thundermaul comprises 93 separate elements, each with their own hit points and effects. You’re not just shooting it any which way to grind down its health, but instead where you hit really matters, making the battle much more tactically interesting. For instance, Aloy used one of her explosive arrows to knock off the disc-launcher from the beast’s back, which she the picked up to use against it, knocking off its protective armor plating. By hitting the sensitive “muscles” peeking between the creature’s armor, Aloy can deal three times as much damage.
Even with gow 4,ff7 remake,tlg,shenmue 3 etc all shown or announced at e3 this is the game I'm most excited for.
Watched the trailer bout 10 times.
Speaking to VideoGamer.com earlier today, art director Jan-Bart van Beek revealed that there is "a lot of interplay between the different weapons and ammo types, and there is a sort of creative aspect there where you need to find the right way to use weapons for particular robos. And that counts for a lot of the game. We don't tutorialise the game, we don't go and tell you how to hunt these robos or how they interact. You really have to go out there and explore these things by trial and error.
"And it's the same case for learning about how the robos interact between themselves; who's protecting who and how they are all interconnected. You're always a little bit like David Attenborough where he's sitting in the bushes and studying these creatures trying to learn their behaviour, seeing how you can exploit that behaviour from them."
"There is a skill tree," he continued. "There are two basic character development systems. First of all you're getting XP and you can use that XP to gain new perks. So that's the big one. One of the perks that you saw being used [in the demo] is the Precision Shot where you slow down time and that allows you to [aim] the arrows a little more precisely. Without that it's actually really hard to hit certain weak spots. [The character in the demo] is already an advanced character about level 12, I think.
"But there's also basically a secondary way of upgrading your character, and that is through the harvesting and crafting system. By going into nature and defeating bigger and stronger robos you'll get better armour-plating, better weaponry and slowly but surely you'll develop your character in a more naturalistic way."
According to an interview with studio art director Jan Bart Van Beek and lead producer Lambert Muller, the biggest challenge for the team was the shift from making "a level that needs to take 45 minutes to an hour, to making an experience that needs to go into the dozens of hours, that maybe has dozens of things to do." So the best solution for Guerilla was to hire talent that knew how to make these sorts of games already. The studio brought on developers from Bethesda (the lead writer for Horizon worked on Fallout: New Vegas, for instance) and CD Projekt Red (the studio behind the massive fantasy RPG series, The Witcher).
These are developers who know how open-worlds work, and were brought on to help Horizon grow and expand, to turn it into a "machine that works, where every moment is fun no matter how you approach it." Guerilla is essentially learning how to build a sprawling game like Horizon from scratch, and while their ambitions were initially incredibly high, these devs stepped in to help them realize why certain elements of open-world games work the way they do. "This is a lesson learned on how to [avoid] the same mistakes that everyone's going to make when they first [develop] an open-world game," says Van Beek.
GamesBeat: This is a very creative title, and very beautiful. Could you talk about how it got started and how you guys found time in between Killzones to get to it?
Hermen Hulst: We started work on this project after we finished Killzone 3. It actually started earlier than Killzone Shadow Fall. It's the original creative team that completed Killzone 3. We wanted to do a new game, a very beautiful game. We've always worked in science fiction, but the Killzone series was a very dark kind of science fiction. We wanted to concentrate on beauty.
GamesBeat: It was interesting how you included the aspects of nature, the tall vegetation she was sneaking through, as part of how you approach these big things.
Hulst: We have an entire corner of the office at Guerrilla that just works on green things, these beautiful plants and vegetation. We've invented a lot of new plant species.
GamesBeat: When she disables the machines, I didn't quite understand what she was doing. Is she somehow giving them some kind of electromagnetic pulse when she hits them?
Hulst: That's her close combat weapon. She has that ability. But she doesn't have the raw power of the machines. She'll sometimes use the weapons you saw in the trailer, the weapons of the machines, against them. But she can also use electricity to stun them. She can use her rope gun tie them down. She has a rich range of weapons at her disposal.
There are never negroes in the future