Really disliked heavenly sword gameplay. So boring. But cutscenes and characters were outstanding
3080, ps5, lg oled
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
1. @2fastkiko: How the PC verions of Hellblade will run?
Extremely Well!
2. @Hammad_KK: Hi! Wanted to ask if you will be going for 30 FPS with Hellblade, or will you push it to 60?
It is too early to say at this stage.
3. FrozenHarlequin: How important do you find the symbiosis of gameplay and story? How closely will these two aspects be linked in Hellblade?
In an ideal world, there would be a blur between the two and that is something we are striving for, probably one of the biggest challenges we face.
4. FrozenHarlequin: Will the game feature QTEs?
No
5. Razorc03: Can you go over a typical work day? How many hours does NT require of its employees daily?
8.5 hours with an hour for lunch. We discourage crunch and mostly avoid it but when it happens, we give time off in lieu. The Hellblade team starts every morning with a quick stand up meeting to talk about priorities and any issues that need to be resolved.
6. FreshRevenge: Will there be platforming?
No, at least not to the extent that you would call it platforming.
7. FreshRevenge: Will there be companion AI?
No. Companion AI like we did in Enslaved that doesn’t annoy the hell out of you is a massive undertaking
8. FreshRevenge: Will there be long range weapons like bows or staffs or some sort of rifle type weapon?
No. You have one sword and you have to master it. That’s it.
9. Grab: Is Melina doing the mo-cap for Senua in the whole game or she did it just for trailer?
She was just standing in the for the trailer. We have an actress to play Senua for the game.
10. Grab: In what ways the experience gained making your previous games is influencing the development of Hellblade?
We take everything we learn from all our previous games and aim to make better mistakes
11. Digman: About modding stuff and mapping, Hellblade will be fully moddable? Will there be any kind of survival mode to which fans can make maps for?
We do want to support the modding community but not sure to what extent we can. This is new territory for us.
12. u.o.e.n.me: will the storytelling be told only in cutscenes or will there be elements like item descriptions, books etc that add depth to the story / backgrounds.
We are still working a lot of this out but we are investigating different ways of telling story as we don’t intend to be overly reliant on cutscenes.
13. u.o.e.n.me: Will there even be some sort of items/levels/abilities or will it be purely skill-based?
Purely skill based
14. GeminEye: One of my favorite things to do in a game is have the character walk slowly as I admire the environment. What made this so great in Heavenly Sword was the unique quality and characterization in how Nariko walked versus how Kai walked. There was so much personality in that. Will Senua (spelling?) have a similar quality to her walking? Would you consider having an animation that plays if the character stands idle (even if it’s as simple as the character just observing her surroundings)?
Yes we agree and she will have a very definitive personality in her animations.
15. @SSSensational: Will the game have multiple difficulty settings?
We want to make sure the game is tough to play and we’d prefer to just have one difficulty mode but that could be unfair to some. We’ll stay open minded until we have some playtest data come through but bear in mind that this is a game aimed at seasoned players.
16. @HeavenlyNariko: Will the game have photomode for PS4 & trophies?
Yes! That’s the plan.
17. @HeavenlyNariko: Will Senua have any superstyle moves similar to Nariko’s from Heavenly Sword?
Tam: We will do special attacks of various sorts but I want to make sure each one feels immediate, interactive and strategic. I think the Superstyle moves took you out of the flow of combat so we’re looking for better ways of adding specials.
18. @Lryix: Will the light bar, Speaker and/or touch pad be used in the game?
We’ll look at those things but we don’t have concrete plans at the moment
19. Paradiger.com: We @Paradiger are still wondering where exactly #Hellblade got his inspiration from?
Tam: I can never answer this. It always comes from several directions, movies, comics, history personal experiences…I can list these out but it won’t get to the germ of the idea.
20. @OrangeFlavoured: Is the combat going to be combo heavy like in DmC or be more similar to dueling
Well there won’t be combo lists so you’ll have to figure out how to fight. Generally speaking the character will do what you ask her to do so it will be closer to Street Fighter than Tekken on that front.
Hellblade will be released in 2016 and tells the story of Celtic Warrior Senua and her journey into Hell. The Hell in question is no ordinary Hell, but is in fact a Hell that is the manifestation of Senua's mental illness. Senua experiences psychosis, including hallucinations and delusions, as well as suffering from anxiety and depression. As a player you will witness Senua's living nightmare through her own eyes.
Tbh it looks kinda rough... and fighting is not entertaining.. But the setting and the atmosphere are great and judging by what I read about the game the story is quite different from most slasher\action games
An environment art style test is a way of getting a sense of what a finished level will look like, and is a way of helping an art team to find their feet in the terms of the overall style of the game. It generally takes the form of a vignette, or diorama of a small part of a level, and is presented as a fly though video, or a small, controlled playable demo. On Larger projects they are usually part of early milestone deliverables for the publisher. In very basic terms, you can think of them as in-game concept art.
In the case of Hellblade the art style tests have taken on a slightly different roll to what they have in previous games. In previous blog posts and dev diaries, we touched on our ethos for art creation. Because of the time scales, and lack of man power, I’m building the worlds with kit part props and with as few bespoke meshes as possible. In a traditional role style tests are about exploring ideas and seeing if they work in a game context. In production of Hellblade, they are more about being able to view the kit parts in context, which helps to maintain continuity and quality. As the levels are being designed in parallel to the art creations, we’re also using the style tests to feed back in to the design, and vice versa.
It’s worth noting that the style tests in the video are shown with first pass lighting and very minimal post production. It makes sense to keep everything as natural as possible during this early phase. This will give as more to play with when it comes to colour grading later on. As the name suggests, post production is the last thing we’ll want to add to the levels, and this can drastically alter the look, and mood of a level. It can be very easy to tie yourself in knots when it comes to colour balancing, and lighting when you rely on post too early on.
Some of the time on larger projects, props can be made in isolation from the final level that they’re intended for, which can end up with a disparity in styles from different artist.
With this in mind, it’s actually one major advantage of being a team of one!
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum