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//content.invisioncic.com/a283374/emoticons/sisi.gifInizio a dubitare: .bip, dov' è che hai letto che ci sarà un video?
Dubitavo che ci mostrassero il video (e infatti...), non della qualità del gioco! //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Hai letto le news e le due anteprime di spazio?Raga ma sono l'unico che non ha capito di che cavolo parla sto gioco? :moia:
Si, diciamo che un occhiata l'ho data, ma solo alle parti finali delle anteprime //content.invisioncic.com/a283374/emoticons/tongue.png .... Poi le immagini non mi dicono niente...Hai letto le news e le due anteprime di spazio?
Quanto hai ragione //content.invisioncic.com/a283374/emoticons/sisi.gifSe questo gioco manterrà le mie aspettative (e SO che lo farà!) Thatgamecompany diventerà la mia casa sviluppatrice preferita in assoluto!
Ripongo grandissima fiducia in Journey, come ne riponevo in Flower. Coi fiori ho avuto ciò che volevo, forse di più: ero hyppatissimo eppure è riuscito a sorprendermi positivamente. Vediamo con la sabbia come va a finire...
Mi spiace solo che si tratti di giochi PSN. In tal modo dureranno sempre poco, visto il prezzo, e verranno sempre tenuti poco in considerazione. Se Journey fosse stato annunciato retail avremo un topic dalle pagine numerose quanto quelle del thread di TLG!!! Ne sono certo!
Tra le tante cose, oggi pure la news che Flower è tra i 5 giochi PSN ad aver fatto più incassi! A sto punto: successo di vendite+successo critica... Sony, dagli maggiore fiducia e fagli sviluppare giochi retail.
Non so che dirti. Impossibile non capire di cosa tratta dopo aver visto le immagini e aver letto qualcosa.Si, diciamo che un occhiata l'ho data, ma solo alle parti finali delle anteprime //content.invisioncic.com/a283374/emoticons/tongue.png .... Poi le immagini non mi dicono niente...
Thatgamecompany Creative Director and Cofounder Jenova Chen isn't your normal video-game developer, and his company's next game, Journey, is leaps and bounds away from a "normal" adventure title. Filled with shifting desert dunes, colorful pieces of cloth with mystical properties, and an ominous mountain always on the horizon, Journey is Thatgamecompany's most ambitious title to date.
Journey Preview
Chen and his team don't begin a project by thinking in genres. The nine people that compose Thatgamecompany don't discuss how many weapons the game will have, how its heroes will overcome a villainous adversary, or what type of gamer they want to appease. The team thinks in emotions, and how they can best convey these feelings to the player.
"When we finished Flower, we were thinking about what kind of game we wanted to make next," Chen tells me. "At Thatgamecompany, we have a very unique approach to developing games. When we start a game, we think about the experience we want players to have, what kind of emotion we want players to feel. For Flow and Flower, we had very specific feelings we wanted to tackle, but we also don't want to settle on just one feeling, we want to push the envelope of what emotions video games can communicate."
The team's next title, Journey, is a third-person adventure that puts players in control of a robed being who wakes up in the middle of an expansive desert. No backstory cutscenes set up the premise, and, as was the case with Flow and Flower, gamers are expected to figure out the controls themselves. "Our philosophy of design is to avoid menus and tutorials; we're the generation of 'touch and try,' or 'trial and error,'" Chen says. "My parent's generation read manuals before they tried to do anything; we'd rather try something to see what happens."
It only takes a few moments of exploration in Journey's vast desert to recognize the surreal nature of the world around you. The desert is not a static landscape, but instead it ebbs and flows like the currents of a boundless ocean. High cliff walls guide streams of sand down their edges like waterfalls, and small pieces of cloth scattered across the landscape grant the player the ability to fly for a short period. The cloth pieces also play a role in how players advance through the world. Occasionally players will need to "harmonize" with the cloth to create bridges across stone precipices. Once players create a cloth bridge they're able to run along it-like sprinting across an elongated magic carpet. Using the Sixaxis to view the desert expanse, a towering mountain spouting white light appears in the distance.
Journey Preview
Though Chen acknowledges that the mountain is the player's ultimate destination, he asserts that Journey is equally about conveying a sense of wonder and awe, about feeling "small" in an almost alien world, and that modern-day technology has prevented him from feeling that in his every-day life.
"Journey is my reaction to what I see every day, especially in the game market," Chen says. "Right now we're living in a world where we're empowered by a lot of technology; every day I'm using my [cell] phone, and all my work is done through technology. So a lot of times I feel like a god; I can travel at 60 mph, I can fly to the other side of the earth, I can talk to anyone in the world, and I have access to all the knowledge in Wikipedia. It's all very empowering, but at the same time, I feel overwhelmed by this power. Every day I think about getting more power, and I've forgotten what it feels like to be small, to feel that sense of wonder about the world and what's out there."
Like TGC's previous titles Flow and Flower, Chen and the team are careful not to simply create Journey to be a distraction for gamers. Their focus on providing a game experience that evokes an emotional response stems in part from Chen's own experience simply growing into adulthood. "We were the guys growing up playing games, and as we got older we realized that as adults we have a lot more responsibilities," Chen explains. "If a game just distracts you for eight hours, that's not very attractive. If you spend ten dollars to watch a movie for two hours and you didn't feel touched in any way, you'd think that was a waste of money; with games it should be the same way. As adults our tastes become more and more mature. We want something that's intellectually challenging, that might change our perspective on the world, or something that's emotionally challenging, that makes us feel touched, or moved."
One of Chen's earliest influences for imbuing Journey with a sense of "smallness" was a chance meeting with decorated Marine veteran and deputy NASA administrator Charles Bolden Jr. Over lunch the two discussed Bolden's journeys into space, and the transformation astronauts sometimes go through while on missions into the great unknown.
"Bolden traveled into orbit four times, and he told me a story about the mission specialists he's traveled with who've stepped out onto the moon," Chen explains. "All these specialists are scientists, and most scientists are atheists, but he noticed that after they came back they became very spiritual or religious. He could never understand it because he had never stepped onto the moon.
"That story inspired me; I think the reason they became spiritual is that while standing on the moon and looking back at the earth, everything you know and care about is just a marble in the air, but around you is the entire universe. I felt as a game maker, since most games are about empowerment, that it would be healthy to provide players with a gaming experience where they feel small and a sense of wonder towards the world they're in."
Another of Chen's influences for Journey comes from the works of Joseph Campbell. A mythologist and writer, Campbell introduced the concept of the hero's journey in his seminal work on comparative mythology The Hero with a Thousand Faces, which has served as a building block for countless novels and films since being published in 1949.
"In my original attempt to make this game about a sense of awe and wonder, there's no way I could avoid the works of Joseph Campbell," Chen tells me. "He studied all these mystical stories from the past and found the common structure of a hero's journey. There's a surprising overlap between a three-act structure in movies [beginning, middle, and end] and the hero's journey; they're practically aligned. I think the hero's journey is about a common-life journey of any individual that involves a transformation of some kind, and Journey is certainly inspired by this structure."
Journey certainly conveys a sense of being alone in a deserted world, but TGC is trying something new by incorporating a multiplayer element into their game for the first time. In typical TGC fashion, the way multiplayer plays into the overall experience is vastly different from practically every other game on the market. While wandering Journey's landscape, players may spot someone off in the distance. No PSN tag appears above their head, however, and players can't communicate via voice chat or messaging. Through simple onscreen gestures, though, players can exchange signals, inviting the other player to accompany them, which could be beneficial for solving a puzzle in the world. Or, simply leave them to their own adventure.
Journey Preview
"I felt it would be very different in an online game experience for both players to feel small; when they meet online without a gun or sword in hand, the experience will be different from other games," Chen says. "I think it'll be able to change the expectation you have when meeting a stranger online."
The multiplayer element of Journey helps explain TGC's decision to include an actual player avatar, as opposed to the more esoteric mechanisms players manipulated in the developer's last two titles. Though little is known about the origins of the robed being players control, Chen states that the reason behind creating a character for Journey is both technological and due to the implementation of multiplayer into the game.
"Because we have an online component now, we find it's hard to feel empathy if you're just...a cube, for instance," Chen explains. "There's also the technological reason; our company is very small, just nine people writing our own engines, and we don't have some advanced character animation system. For Journey we really felt that it's about time we do," he says, laughing.
Technology can sometimes be a detriment to smaller development houses, and it's certainly something Chen and TGC have struggled with. Instead of focusing on what they can't do though, Chen likens his group's strong focus on working towards one goal to that of a well-trained movie team. "With film you have hundreds of people working on a project, but very often you see a movie that feels very coherent, like it was coming from one voice even with all these people working on it," Chen tells me. "For games it's the same: if the whole team is working together, seeing the same note, it will become a harmony and you'll be able to see what the game is trying to say. If you don't have good direction, and team member 'A' is doing this and 'B' is doing that, it just becomes noise. It might look very impressive and high-budget, but because everyone's seeing different notes, the audience can't 'hear' what the game is about."
Though TGC is technically under contract by Sony at the moment to create PSN titles, they by no means consider themselves to be larger than they are. "We've always considered ourselves to be an independent developer, and though we've been lucky to have Sony help us and publish our games, in spirit we're just like any other independent developer," Chen states. "We want to be activists for video games." One of the common elements you'll find amongst smaller development houses is that they hold many of their contemporaries in high regard, and Chen is quick to note some of his heroes in the development community.
"I am a big fan of Team Ico and all their games," Chen says. "I actually got a message on Facebook from [Team Ico lead designer Fumito] Ueda-san, saying he really liked Journey's art style, and I was like 'Oh god, that's the best feedback I've ever received!' I also really like the games David Cage and Quantic Dream are creating. I think they're really pushing the envelope. From the indie side I really like Jonathan Blow and 2D Boy. We all have the same goal, which is to make games a mature media art form."
If Chen's past work is any indication, fans of games that are more than just an "eight-hour distraction" should have good reason to keep an eye out for Journey in 2011.
Secondo me lo mostreranno a tutti //content.invisioncic.com/a283374/emoticons/sisi.gifE noi vedremo qualcosa o sarà a porte chiuse?![]()