Brothers a Tale of Two Sons - XBLA en verano luego PSN/PC
#1
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Es el juego que sale en el summer arcade de XBLA y que en una entrevista han confirmado que luego saldrá para PSN y PC

Os dejo un gameplay: (se juega con los 2 sticks analógicos, las setas, vaya...)



Una entrevista al desarrollador Josef Fares por parte de ign: http://www.gametrailers.com/side-mission...osef-fares

DK: Thanks for taking the time to participate, Josef! First off, how did this project come about? Did you have the idea for the game or were you brought in by Starbreeze and 505 to enhance their initial vision?

JF: Brothers is my initial vision. I started to create a prototype for Brothers four year ago with a bunch of game dev students. For two years l was presenting the demo to different game companies. They really liked the concept but Starbreeze where the one that really felt that "Brothers" fitted there new direction as a studio. Once that was decided I put my regular job as a film director aside and started to work at Starbreeze full-time.

DK: Nice! So, what can you tell us about these two brothers and their quest to retrieve the "Water of Life" in an effort to save their father? What are their names and how are they different in terms of personality and play style?

JF: The idea with brothers is to try to let the player interpret everything in the game. That's why I don´t want to go into too much detail of how they behave and what their quest is really about. Their names are said in the game but that's also not very important. With that said, it's also important to clarify that the differences between the brothers is not so much about the game mechanics rather about the way they react to the world and how they interact with the characters they meet. 

DK: You have a brother who has appeared in several of your films. Did your relationship with him inspire this game's story or at least influence some of the interactions between the main two characters?

JF: My relationship with my brothers definitely inspired me. There is also something extremely personal in the game that is inspired for my life and happened to me when i was 7 years old. Hopefully when players play through the game I can talk more about it.

DK: You've spoken about merging the engrossing storyline of a film with the physical experience of playing a game. Has that made it difficult to know when to let the player be interactive with the story and when to be a spectator?

JF: The goal for brothers was to try and make as much interactivity for the player as possible. Thats why when you interact with NPCs you hold in the button and release to let go. There are some cutscenes here and there to tell the story, but they are short. I wish that even they could be interactive as well!

DK: Developing an emotional connection with the player has been a priority of this project. How do you feel that Brothers draws the player into its world?

JF: I think that you need to be in the right mindset to fully appreciate Brothers: A Tale of Two Sons. If you are expecting a fast paced game then you would be disappointed, but if you take your time and interact with the world then you would feel their journey to be your own, which is much more satisfying. It's also very important to play the game in one sitting to really understand what we are trying to do.

DK: As a filmmaker, what do you appreciate most about interactive entertainment that simply can't be accomplished in films?

JF: It definitely is different because the player is in control. That said, it's hard to say what can┬┤t be accomplished in films. There is a great difference between the mediums, both in how to create them and how they are experienced. Video games are an interactive experience and films are a passive experience. There is a huge amount yet to be explored in the story telling of video games. In Brothers, we are trying to tell a story by leaving a lot up to the player. My personal opinion is that games like The Walking Dead or Heavy Rain are too close to a movie experience! I like and appreciate those games, but i just don┬┤t think they focus on the uniqueness of story telling in video games.

DK: Regarding the game's control scheme, did you always have the idea to utilize both analog sticks simultaneously to independently control both Brothers? It's certainly unique!

JF: Yes. The idea of using both stick for the brothers is the most importing thing about this game. I really want the player to feel that the left hand is the big brother and right hand is the little brother. That way co-op is not an option. Many people wanted me to try that out but that would destroy the vision of the game. You will understand the point of controlling the brothers with individual sticks more once you play through the game.

DK: The atmosphere of the game was one of its biggest strengths to me when I played the demo at E3. Did you know what you wanted to accomplish stylistically from the onset or did it take some time and iteration to arrive at the game's final look and feel?


JF: The art is very inspired from Nordic myth. It was also important to create a world that is beautiful and varied to keep the player curious throughout.  But yes, the final look of the game grew with the development.

DK: In terms of difficulty, who is your target audience? What I played at E3 was more about experiencing the characters and the world with brief moments of puzzle solving. Is this the pattern that we can expect throughout the journey?

JF: Brothers is more about the experience and less about the challenge. It was very important not to create moments of frustration for the player. My hope is that the player plays Brothers in one sitting. To be honest with you, i don┬┤t think Brothers will be loved by everyone, but definitely by those who appreciate a unique and different game.

DK: There was a noticeable lack of weapons and confrontations in the demo ÔÇô which is something I actually really appreciated. Does the game growing increasingly violent throughout or did you want to keep the tone more like the demo throughout the entire experience?

JF: The brothers do not have any weapons at all through out the whole game. The are some violent confrontations in the game but they are there to help the story.

DK: One of the things I thought of immediately after picking up the controller to play the demo of Brothers at E3 was that this would be a great experience to share with my sons who, ironically, kind of look and act like the main characters in the game. From a story and cinematic perspective, did you intend to create something that might be more of a shared experience rather than a singular gameplay experience?

JF: It is a single player game, but the variations of the game mechanics and the environment makes it much more fun to look at then a regular game where you have a lot of repetition. In Brothers you will experience something new all the time. I am quite sure that your sons will like to watch you play, but remember that the tone of the story will grow darker as you progress.

DK: InterestingI'll keep that in mind. Well, that's all for now. Thanks for taking the time to answer some of my questions and best of luck with the project!!! When will it be released and on what platforms will it be available?

JF: Thank you, it will be released on Xbox during the Summer of Arcade on August 7 and via PSN and Steam later on. Oh, and PC players, please remember to use a controller when playing on a PC. The game is designed for a pad!
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#2
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Qué exitazo de hilo!! Menos mal que no me metí la matada de traducir la entrevista┬á >Sad
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#3
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(11-07-2013 15:53)yopmoi link escribió:Qué exitazo de hilo!! Menos mal que no me metí la matada de traducir la entrevista┬á >Sad

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El juego tienen buena pinta, pero no parece que haya creado mucha expectación.
(Ultima edición: 11-07-2013 18:18 por Indyana.)
#4
Cita
La verdad es que no se ha hablado nada de este juego, a ver qué tal sale, si es bueno supongo que no necesitará publicidad.


Salto de foro:


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