PS4 N.E.R.O.: Nothing Ever Remains Obscure

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Nero is the debut game from new studio Storm In A Teacup, an Italian indie headed up by industry veterans Alberto Belli and Carlo Ivo Alimo Bianchi. Belli is an experienced figure in Italian media and videogame publishing who set up the studio in September 2013, establishing its Rome HQ. It currently hosts 12 artists and programmers and is complemented by a five-person team in London and a gang of extra contractors dotted about the globe. Nero will be Storm In A Teacup’s first title, a game executive director Alberto Belli describes as “a firstperson visual novel.” “We want to make games with a strong storytelling backbone: there is no great product without a great story,” he tells us. “Our first game contains our company vision itself for art direction and storytelling. The idea is to create a benchmark to represent our company, something that players can recognize every time a Storm In A Teacup game is out.” Belli’s partner at the studio is creative director Carlo Ivo Alimo Bianchi, a veteran of the CG scene who has worked on the Narnia and Harry Potter films as well as in the games industry at Ubisoft, IO and Metric Minds, a cinematics specialist. Bianchi and his team have poured all of their CG experience into the game’s first teaser trailer, revealed here for the first time. Nero is the result of more than two years of “writing and imagining,” says Bianchi. The game’s puzzles are linked into the narrative, a journey through a shadowy fantasy world in which the younger character in the trailer above is “the key to all locks.” “The trailer represents how serious we are about making games, the production values are clear,” says Bianchi. “We’ve hired experienced people from around the world – we have guys from Italy, Sweden, UK, Slovakia, Ireland, Greece and so on. A game like Nero is not a cheap production – we didn’t start from a dark basement.” The studio’s set-up and the sumptuous detail in the CG trailer doesn’t reflect Nero’s style of play, however. The team is keen to steer its mix of firstperson storytelling and puzzle-solving away from being overly complex. “Keeping it simple is a big part of our company vision – simple doesn’t mean empty, it means not overpopulated,” continues Bianchi. “The Studio Ghibli movies really shaped me as an adult and helped to realize Nero, I have always been fascinated by the beautiful simplicity of those movies. Writing a short story and then creating an incredibly complicated world around it works only if you manage to keep the focus on your main message, but if details get more important than the message then it doesn’t work anymore. A great game that helped me in shaping Nero is Final Fantasy VII – a storytelling masterpiece.” Executive director Belli says that his studio will self-publish Nero across a number of platforms, and the first gameplay footage will be shown off to the press and potential partners at GDC next month. Belli jokes that he’s tempted to move out to San Francisco permanently. “Making games in Italy is nearly impossible,” he tells us. “We don’t have any support, no tax breaks, no public funding. We decided to develop the game here to show that making things here is possible – we hope to help the Italian scene too with our work. We are a huge market but just a few developers work on an international scale, mostly on mobile.” Another piece of early, exclusive artwork from Nero. His partner Bianchi is crystal clear on the nature of their relationship: “Alberto knows how the market works, I know how to make games,” he says. “Lots of guys still think about game development as a romantic adventure in creating the greatest game, but if you don’t know how to sell it it’s pretty much useless to even start. How many very good indie titles were you expecting to come out and didn’t make it?” Belli is the one taking care of the business side of the studio, then, and he’s critical of indies who fail to seek out partners with the business acumen to give their work the right platform for success. “You can’t pretend that game development is just about making code and graphics,” he tells us. “You can’t do anything if you don’t deeply know the market and how to approach the right people in the right places and at the right time. We spent a long time with market analysis and numbers before we decided to open the company and build up the team. Also, the skills we decided to have on our first project are something that usually a new indie developer doesn’t even take into account. Indie means a lot of things and means nothing: we have plans, investors, bills and an expensive payroll. Our vision has to match with reality.” Storm In A Teacup’s first release hasn’t got a release date yet, and while gameplay details and the thrust of its story remain a mystery – “The narrative in Nero is so important that anything I could tell about it would be a major spoiler,” says Bianchi – that will change. Judging by our dealings with the studio’s ebullient, ambitious owners so far, they will certainly not be afraid to make some noise about their debut game’s prospects at GDC.
http://www.edge-online.com/news/introducing-nero-a-firstperson-visual-novel-from-new-italian-indie-storm-in-a-teacup/ http://www.youtube.com/watch?v=RAZB6F7IY9o

 
Ultima modifica da un moderatore:
NERO | Gioco made in Italy! | Multipiattaforma | Possibile arrivo su PS4?

Storm in a Teacup, team di sviluppo italiano, ha annunciato il prossimo arrivo del suo primo titolo, NERO. Il gioco, definito come una visual-novel multipiattaforma next-gen, sarà un viaggio meraviglioso in un mondo di incredibile bellezza, dove la notte non è così spaventosa come si potrebbe pensare. NERO tratterà argomenti quali la fede e si focalizzerà su certe domande che necessitano di una risposta. Il giocatore dovrà decidere quale strada percorrere, seguendo i propri sentimenti e la propria verità. Carlo Bianchi, creative director dello studio, ha sottolineato l'importanza dell'aspetto narrativo di NERO, al punto che sono stati necessari due anni di lavoro di scrittura e immaginazione. Per il momento non sono state annunciate le piattaforme sulle quali verrà rilasciato NERO, anche se probabilmente queste saranno PC, PlayStation 4 e Xbox One.
http://www.spaziogames.it/notizie_videogiochi/console_multi_piattaforma/192147/storm-in-a-teacup-annuncia-il-prossimo-arrivo-di-nero.aspx



 
Ultima modifica da un moderatore:
http://forum.spaziogames.it/board/showthread.php?t=483956
già aperto in mattinata //content.invisioncic.com/a283374/emoticons/smile2.png
Muori maledetto //content.invisioncic.com/a283374/emoticons/fyebr8.gif

 


---------- Post added at 18:37:33 ---------- Previous post was at 18:33:36 ----------

 


Comunque è figo abbomba //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Questo team ha già tutta la mia stima, sembra che sappiano il fatto loro in ogni aspetto di cui si stanno occupando, anche dal punto di vista del marketing //content.invisioncic.com/a283374/emoticons/sisi.gif

 
E' solo un teaser, ma che figata :morris82: La medusa mi ha riportato alla mente lo stage 2 di Child of Eden, my god Journey x Child of Eden e muoio felice //content.invisioncic.com/a283374/emoticons/Predicatore.gif

 
Una fusione tra Journey, Tron e Avatar.

Stupendo comunque, spero che non sia un'avventura grafica

 
Stilisticamente è figo, cazzò, vediamo che esce fuori, sono davvero curioso.

 
Intrigante... sono curioso di vedere cosa ne viene fuori...

Magari il primo titolo italiano decente che non sia incentrato sul calcio o le moto? //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Ultima modifica da un moderatore:
Ok dai, se Sony è furba, sarà stata lei la prima a contattare la sh. Speriamo, soprattutto in quanto dicono (confermano) di essersi ispirati a Journey :ivan:

 
Nero coming to PS4 and PC, no longer Xbox One exclusive

Storm in a Teacup and SOEDESCO have announced that although originally exclusive to Xbox One, their first person puzzler Nero will be releasing on both PS4 and PC early next year. Nero is an emotional journey through a world of both darkness and light that is reminiscent of a Thomas Kinkade painting. There is little narrative throughout the game as the studio opts to provide the story visually during gameplay. As you progress, the game's script is on the screen as part of the game's environment in a way that truly ties you into the story emotionally.
Told through the eyes of a parent, Nero's journey focuses on exploring a child's sickness and how it impacts both parents. Along your journey, you must solve puzzles to progress and recover pieces of photos to provide more details on your character's back story. The visuals and audio in Nero blend brilliantly with the game are directly impacted by your location in the game and your progress. It is available now on Xbox One only with PS4 and PC release due for early 2016.
http://1080players.com/index.php/playstation/item/1966-nero-coming-to-ps4-and-pc-no-longer-xbox-one-exclusive

 
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