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Arkane Studios om Prey: "det här är vår version av sci-fi"

Vi jagade efter Raphael Colantonio och Ricardo Bare från Arkane Studios på Quakecon för att pressa dem på mer smarriga detaljer om nyversionen av Prey, bland annat om dess öppna värld, spelmekaniken, och mycket…
André Wigert 6 augusti 2016

Vi jagade efter Raphael Colantonio och Ricardo Bare från Arkane Studios på Quakecon för att pressa dem på mer smarriga detaljer om nyversionen av Prey, bland annat om dess öppna värld, spelmekaniken, och mycket mer. Colantonio menade att efter Dishonored slängts upp på butikshyllorna låg så klart en uppföljare i skottmynningen, men också idéer om ett rymdäventyr med inslag av överlevnad. På det sättet väcktes Prey till liv igen:

"After we did Dishonored, there was a set of options that we had. We wanted to make Dishonored 2 so part of the team did that, and then we also wanted to make a game in space where there's a survival aspect, some sort of ecology. Something that we are describing right now [med Prey], right. The more open structure thing. And Bethesda said, 'why don't you do it with this franchise?'. And so in our mind it was, from a high level it's the same, because it's shooting aliens in space and escaping a space station, and it is in first person, but this is pretty much the only direct link with the original, because other than the high level concept we pretty much started from scratch and did our own version of that."

Ricardo bare utvecklade sedan vidare att detta faktiskt är en Arkane-stämplad titel. Stor möda har lagts ner kring designen av spelvärlden, och vi kommer att få uppleva kalaset på våra egna villkor.

"This is very much an Arkane game, which means, like Raph was saying, huge amount of attention to detail and world design. So we want the space station itself to be one of the most memorable characters of the game. And secondly it means, it's a game where players get to play their own way."

På frågan om hur den öppna världen kommer att se ut svarade Colantonio att detaljrikedomen kommer påminna om Dishonored. Det kommer inte vara en spelyta med fler mil i omkrets, utan mer en öppen design som tillåter dig att exempelvis återbesöka gamla platser, men att saker kan ha ändrats:

"When people think open world, they think of something that is pretty diluted, I guess. And at Arkane we are trained to do things that are more like with a certain level of detail so if you think of the level of detail of Dishonored we have the same level of detail. So it's pretty zoomed in. So it's not open world in the sense that you run around for miles, it's more like an open structure in the way that you can always come back to places and the context might have changed as Ricardo was saying, but the level of detail is the one of our kind of games."

Raphael avslutade sedan med att beskriva hur Dishonored var deras version av genren Steampunk, medan Prey istället kommer luta sig åt Sci-Fi - på deras egna, unika sätt:

"Often we say the same way Dishonored was our version of steam punk this is kind of our version of sci-fi. It's not exactly the sci-fi that you've seen before. The definition of our world is really unique to our game. And yes, of course, then it's awesome because there's this technology [that always for multiple ways to solve any situation], but we can't do crazy stuff all of it needs to be justified by the story of our world and how does this type of technology that we want to use for our gadget fit into the world. In our case we decided not to have teleportation, now if we want it we can still use psionic powers, but as far as technology goes we had to be really coherent with what we wanted, and we went with a fairly grounded type of sci-fi. Something that has so much explanation behind that it kind of feels like real."

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