14 June 2011

Far Cry 3: Mehr Infos von Ubisoft - die Definition von Verrücktheit



Es gibt neue Informationen zum kommenden Open World-Spiel von Ubisoft.




Far Cry 3 wurde auf der E3 2011 anhand einer Demo vorgestellt, die rund um das Thema “definition of insanity” angesiedelt war. Die Website vg247.com hatte die Chance mit Producer Dan Hay zu sprechen und herauszufinden, was es mit der Verücktheit im Spiel auf sich hat und was die Entwickler für Neuerungen planen.

“I think we’re definitely building off Far Cry 2, and you know, we use the scripted moments to introduce you to certain characters. But it’s really about exploring the space and discovering the space. It’s Far Cry. It’s open-world. Absolutely, right? If you enjoy shooters, you pick up a gun, you’re going to be successful. And we use those little vignettes to basically intro you to the insanity of certain characters. Vaas is a really good example of that,” sagte der Entwickler.

Hay wollte noch nicht bestätigen, ob das Mercenary Companion System im dritten Teil wieder zurückkehrt. “There are certain things that I can’t talk about yet,” sagte er. “But if you played Far Cry 2 and you enjoyed it, it’s a great building block for us.”

Im neuen Spiel geht es aber vor allem auch um die Entscheidungsfreiheit des Spielers. “That was the key thing for us – making sure that we focused on AI. When you choose to engage, that’s when they react. You can sneak up on these guys – you can get pretty close, actually – and if you’re smart about it, you can choose to skulk your way around. You can choose to get up above them and do a death-from-above kill. You can stab the guy in the neck and do a knife throw like you saw in the demo. There’s a lot of good stuff in there, but we really, really made sure that you felt like you were in control. And if you decided to hang back, they weren’t just going to see you from any sight line. Our focus was making sure that you controlled the action,” erklärte Hay.

Far Cry 3 wird aber nicht zu einem Shooter wie Call of Duty, denn die Kämpfe sind immernoch frei wählbar und lassen sich auch selbst gestalten. “If you look at your environment, we want the full sweep,” so Hay. “If you love shooters and you want to just pick up the game, it’s going to respond to a shooter. You can pull out your AK-47 and it’s satisfying. But we also want to make sure that you’re using your environment. So the environment’s a character. You’ve got water you can use. You’ve got waterfalls that you can hide behind and get kills on. You’ve got a vantage point. You can use the camera. You can do a death-from-above. It was pretty much about creating a ‘What would you do as the player, in that moment?’ [scenario]. What feels right? And that was our focus.”

Im Gegensatz zu Far Cry 2 spricht der Hauptcharakter in Far Cry 3, Jason Brody. Das ganze Spiel dreht sich um die Geschichte dieses Mannes. “Jason gets to the island and he’s a little bit cocky. He’s like, ‘OK, I’ve got this covered.’ But when he moves through it, he meets guys like Vaas who are crazy, as well as other characters who have their own unique brand of crazy and justice. The experience is that full sweep. So Jason begins to change a bit. You know, to be honest, I think our focus was just on what felt right for Jason. We want to make sure that this guy feels young, and he’s accessible. So if he fell down a well and somebody dumped his body down there, and he came up and he swore, and it felt right? Then it felt right,” erzählt Hay.

Hay sprach auch über die Kamera, die Jason besitzt. Was es damit auf sich hat wollte er noch nicht verraten. “I can’t tell you too much about that, but here’s the deal: We wanted to make sure that this guy was real and accessible, right? Jason Brody’s a real character. He’s a real guy. If there’s a camera available, he’s going to pick it up and use it as a scope. If there’s an opportunity for him to take pictures, he’s going to take them – because the stuff that’s going down, I mean, somebody’s got to document it, right? So he’s really kind of learning as he goes. So the camera does play a role, and I think the players are going to enjoy it. But I’ve got to keep that one to myself for now.”

Hay erklärt schließlich interessante Dinge zur Spielwelt von Far Cry 3. “Honestly, I wouldn’t say that I’ve done a comparative ‘How big are we?’ I think what we did is we made the island, and the island feels really good. And then, you know, we made a couple spaces after that too that are kind of cool – that I can’t tell you about. You’re going to feel good. You’re going to play the game, and you’re going to meet the characters. You’re going to use your environment. This place is going to feel like you can explore it and you can discover. It was funny; we specifically did not go out trying to make it bigger or focusing on the scope or the scale. What we said is ‘What feels right?’ Or ‘What feels right around every corner?’ So for us, it was making sure that – if you’re out and you’re walking around – it felt like you were exploring and there was discovery around every corner.”, sagt Dan Hay von Ubisoft.

Ubisoft will die Spieler vor moralische Entscheidungen in einer glaubhaften Spielwelt stellen. Dan Hays sagte dazu: "Wir wollen dem Spieler den Traum verkaufen, dass er fast dort ist. Dass sie den Ort fast riechen können, dass sie ihn fast schmecken können." Schwierige Entscheidungen sollen somit noch greifbarer wirken, damit sie nicht leichtfertig getroffen werden.

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   Game: Far Cry 3 | Genre: Action | System(e): PS3, Xbox 360, PC | Release: 2012
   Publisher: Ubisoft | Entwickler: Ubisoft Montreal | USK: -
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Jensen6