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“Those were all real systems,” Druckmann said. “So at an E3 demo you take complicated systems that are random and we’re making them deterministic and we play it a lot and rehearse it and choreograph it, so we’re showing off very specific things. But those are all real systems that players will experience when they play the game.”
The systems shown in the demo are intended to convey how much more dangerous enemies in the new game are and how many more ways players will be able to deal with them.
“We wanted to make our enemies more threatening, and that meant making them smarter,” Druckmann said. “So we kind of rewrote the awareness system because we have much larger levels with more hiding spots and more verticality—because now there’s a jump button—they need ways to traverse all those complicated ways through the level. They communicate with each other much more than they have before. In the past, in the previous game, if anybody saw you, immediately everybody in the area would know where you are. Now there’s information propagation. So whoever sees you, they have to call it out. Whoever hears you then has to call it out.”
In the demo, he pointed out, characters whistle to alert one another bit by bit. He says you are given a window to stop the person who spots you before they alert the next person.
The idea, he underscored, was “for the player to feel repulsed by some of the violence they are committing themselves. It felt like that is the most honest way to tell this story.”
There are some other little new systems glimpsed in the demo, he said. Characters can pick things up while running, as scene when Ellie grabs a bottle and hurls it mid-run. Characters can still grab an enemy and hold them hostage, but can now do a quick-turn to change direction. Ellie can now crawl on the ground and aim her gun from a prone position.
“We have this concept of analog stealth. So, in other games, including Uncharted 4, when you were in tall grass or some kind of vegetation covers you, you’re completely hidden.” That’s not possible in this new Last of Us. A meter on the lower right shows the relative amount of stealth cover something provides. “The smaller the circle, the more hidden you are. You’re never fully hidden when you’re in foliage. It changes how close an enemy has to be to spot you.”
“We’re making a game about the cycle of violence and we’re making a statement about violent actions and the impact they have on the character that’s committing them and on the people close to them,” he said. “And our whole approach is to say, ‘We want to treat this as realistically as possible.’ When you stab someone—if you watch reference videos, which we have, it’s gross and it’s messy and it’s not sanitized like you see in most movies and games. And we wanted to get the player to feel that.”
The idea, he underscored, was “for the player to feel repulsed by some of the violence they are committing themselves. It felt like that is the most honest way to tell this story.”
انا ما كملت مشاهدة العرض مع اني شفت عروض كشف كاملة لنيو ايبيز اخرى لكن التحفة ذي ما شفت عرضها كامل حتى اللحظة ما ادري هل بسبب ذاك الشيء؟ او بسبب انه في ايبيز اكلت الجو عليها ؟ او اهمال مني ؟ ... اعتقد السبب هو لاني ما شفت جول طمنوني هل حيكون موجود وقابل للعب او لا ؟