Watch Resident Evil 6 - Leon Underground Gameplay Video in Tech & Gaming | View More Free Videos Online at Veoh.com
Watch Resident Evil 6 - Chris "Poisawan Inner Area" Gameplay Video in Tech & Gaming | View More Free Videos Online at Veoh.com
Watch Resident Evil 6 - Jake "Airplane Crash Site" Gameplay Video in Tech & Gaming | View More Free Videos Online at Veoh.com
Screenshots
Press Release
Commentary on the San
Diego Comic-Con gameplay videos
from Eiichiro Sasaki,
Director of Resident Evil 6
Leon S. Kennedy’s
gameplay video
This was actually one
of the first three stages we created two and a half years ago, along
with Chris's arrival in Lanshiang at the start of his campaign, and a
stage where Jake is chased by the Ustanak. This was at a time when we
were trying out different things in terms of technology and
direction.
With this stage we
wanted players to experience the fear of walking through the
darkness. Light and shadow play a very important part. The initial
concept was a scene in a curved tunnel with a large crowd of zombies
at the far end, lit so as to be visible only as silhouettes.
The lighting in this
scene is mostly static, from environmental sources, but you will also
notice that situational light effects such as muzzle flashes, passing
trains and even Leon's limited-range ear-light all produce momentary
effects where zombies' faces are lit up.
Another thing about
this scene that's quite interesting is something we call "scare
lighting". I'm sure you've all sat in the dark and shone a torch
on your face from below for that scary effect. We wanted to reproduce
this effect in the game, so there is light shining up on the zombies
and making them look scarier. It's not "realistic" in the
sense that, unlike with Leon's ear-light and other environmental
lighting, there is no actual light source underneath the zombies in
the tunnel location, but I think it produces a great cinematic effect
that works well in the context of the scene.
Chris Redfield’s
gameplay video
Some people might say
that the more people you have with you, the less scary the situation
is because you feel safer. Chris and Piers are accompanied by an
entire squad of counter-bioterrorism specialists who should be the
ideal allies in this situation, and yet even this cream of the crop
are picked off one by one by unknown horrors. That's what this part
of the game is all about, the escalating fear you
feel as your team grows smaller and smaller. It's a kind of terror
you can only experience in a group scenario.
In this scene, the
enemy is hidden from sight and appears unexpectedly out of nowhere.
This creates tension as you walk along wondering what might be up
ahead. In other words, you don't even need to have obvious enemies
present in a scene in order to feel fear.
Another important
element in creating tension is enemy sound design. Even an unseen
enemy makes noise as it moves, knocking over tables or crockery, for
example. Those ordinary noises become associated with the enemy. So
when you hear something like the rustle of a rubbish bag being kicked
out of the way, even though it might well have been one of your team
members, your heart leaps as you wonder whether it's an enemy coming
to get you.
I highly recommend
playing the game at high volume or on headphones to get the best
audio experience.
Jake Muller’s
gameplay video
This stage provides a
great example of Resident Evil 6’s crossover mechanic, with up to
four players teaming up to take on a seemingly unstoppable foe, the
Ustanak.
The Ustanak can attach
different devices to his right arm. One of the interesting ones is
the apparatus he uses to grab and crush the player. During gameplay
he will start taking out the players one by one, so what starts off
looking as a four-on-one fight where the players have the advantage
can quickly becomes a massacre. With his right and left arms and the
cage-like device on his back, Ustanak can hold up to three players at
the same time, leaving just one player left to fight him.
Of course, players can
help each other out if they get captured by Ustanak, but they have to
get up close to him in order to rescue their allies. Getting near
greatly increases the danger of him killing you, so it's a risk you
have to take for your team.
In a way it's like the
variation of tag chase games sometimes called cops and robbers, where
the cops capture the robbers and put them in "jail" where
they can't move. Other robbers can free their companions from jail,
but as the cops will keep it guarded closely they risk getting caught
themselves...
The point of including
this mechanic was to increase the stakes not just by requiring
players to risk in-game death to beat the enemy, but to help their
friends as well. This makes players feel more heroic and they can
feel great satisfaction from helping others out.
Another great feature
of crossover is partner changes. Certain situations in the game will
put players together with someone other than their usual partner. In
this stage, Leon teams up with Sherry temporarily, and Jake with
Helena. It's a chance to experience some unique teamwork.
Since all four
characters are working together, there will be some great moments
between characters even outside partner-change sections. Fans of the
series will be able to read a lot into interactions between certain
characters given their histories; for example, if Leon is hurt and in
the ‘dying state’ where he's on the ground and unable to move
much, and Sherry comes over and revives him.
No comments:
Post a Comment