本帖最后由 kirassss 于 2014-6-5 06:37 PM 编辑
One Way Trip Coming to PS4 & Vita in 2015
One Way Trip on PS4, Vita: A Hallucinatory Journey into Death
Now that we’re a year or so into development of One Way Trip, we have a pretty good idea of what we’d need from a platform to make the best possible “dream” version of our game — versatile/flexible controls, neat connectivity features, hardware powerful enough to push all the giant, detailed art assets we can dream of…
It’s for these reasons and more that we’re excited to announce that One Way Trip will be coming to PS4 and PS Vita exclusively when it makes its debut next year. Their power frees us to go bigger whenever possible, and lets us focus on making the game itself as exciting as we can.
In One Way Trip, you and your brother Barry discover that you’ve been poisoned in a mass attack on the water supply that has left a large portion of the nation with only six hours left to live, during which time they will be constantly hallucinating. To put it another way, it’s an atmospheric exploration of what it would be like to find out you and most everyone you love is about to die, and then have to process that while your limbs turn into cartoon dolphins.
But beyond that, One Way Trip is about mortality and opportunity cost. You probably won’t be able to accomplish all of your goals, but you’ll have the freedom to choose what your life is about, and what you decide is important to you.
The game accomplishes these goals in its story mode through a mixture of both constant choice-based branching and a deeper, more procedural systems-based approach. At any given point, wherever you are and whatever you do, everyone else is actively living their own lives and working towards their own goals, altering the fabric of the narrative.
It’s a game where you can get to know everyone or cling to a best friend the whole time, and the world — and all the rest of the characters’ relationships — will just adapt to your choices. This isn’t a game with meters and sliders and friendship points; we aim instead to make each of your relationships feel as deeply human and complex as possible, both on a moment-to-moment basis and over the course of a much longer playthrough.
While other games branch at points by letting you make certain key decisions, our goal was to make a game that adapts its entire focus even down to its genre so that, based on the choices you make, you could end up with anything from a surrealist action-movie-style romp complete with turret sequences to a quiet, meditative philosophical journey where you never fire a single shot.
As for combat, it’s often said that battles can dominate or overpower the experience of playing a game, if they are present at all. If there’s sufficient mechanical depth for battles to remain interesting over the course of a game, then you need to have a lot of different battles to show off and explore that depth, and pretty soon you’re trying to figure yet another reason for people to draw their guns and get shooting, instead of empowering the player with other options for expressive play.
As we came to realize this during development, we grew uncomfortable with this dynamic and how it affected the balance of the narrative, but we’d already fallen totally in love with the battle system we’d been developing on a pure gameplay level, so we decided to separate it out and make it its own complete mode, of comparable size and scope to the story mode.
We’ll have more details on this coming in a future post, but basically, this mode combines the best elements from turn-based strategy RPGs and modern first- and third-person shooters in a wave-survival dungeon crawler format. You’ll be able to build your squad of characters, customize their loadouts, and then try your best to survive to earn newer options and upgrades, all with every battle synchronized to the beat of our original hip-hop soundtrack!
We’ll certainly be letting you know more as development continues and wraps up, but for now, we’ll be putting everything we have into making One Way Trip as incredible an experience as possible, and we’re super excited that when you finally get to play it, it will be with a DualShock 4 or PS Vita in your hands!
PSBlog:
http://blog.us.playstation.com/2 ... journey-into-death/
Hohokum Coming to PS4, PS3 & PS Vita on August 12
独立游戏《HOHOKUM》8月12日登陆索系三平台
日前,索尼美国官方博客宣布,独立游戏《Hohokum》将于2014年8月12日登陆PS4、PS3和PSV平台。
这款游戏由Ricky Haggett和Richard Hogg两人开发制作,从创意到完成经过6年时间。制作人透露,这是一款充满探索、创意和色彩的游戏。游戏是意象化的,他们希望每个玩家都能从游戏独到的设计中得出自己的体会和灵感。
下面是这款游戏的介绍短片,玩家们先一睹为快吧!
Hohokum Coming to PS4, PS3, PS Vita on August 12th
Hey folks! We’re back with another behind-the-scenes look at Hohokum, and to share that Hohokum will be available on August 12th, 2014 for PS4, PS3, and PS Vita. This one is focused on the roots of the game’s design. A question we’ve been asked a lot is “How did you come up with this game?” The answer isn’t straightforward, but hopefully this video will help to illustrate something of the process, as well as reveal some of our inspirations and design goals.
Dick and I started designing Hohokum back in 2008, and since that time it’s gone through a lot of changes. For the first few years it was a side-project — something we worked on between other things, or when inspiration struck. We didn’t have a clear mechanic “hook” when starting out — more an overall sense of wanting to make a game that was relaxing and evoked a particular sense of free-form play. Over time this approach allowed the game we have today to emerge organically. I’m not sure we could have done it any other way.
Much of what the game is today stems from the epiphany of how much fun it was to fly around as the player’s character (the Long Mover). From there ideas came from various places: Dick’s artwork, toys that I programmed, and even real world places provided inspiration for things in Hohokum.
It’s been a long journey and loads of fun! Now we’re excited to finalize the game and send it out into the world for all of you to play.
If you’re attending E3, stop by and check out the game which will be on display in the PlayStation Booth on PS4 and PS3. We’re showing the new Jungle Plateau area, along with a number of smaller spaces included in the game. Hope to see you there!
We’ll be back soon with more updates. In the meantime, be sure to check out our website: hohokum.com. Hohokum will be available on PS4, PS3, and PS Vita as a digital download through PlayStation Store on August 12th, 2014. Cheers!
PSBlog:
http://blog.us.playstation.com/2 ... ita-on-august-12th/