Thankfully, Sniper Elite V2‘s gameplay surpasses its muddy visuals and pushes them to the wayside because looks don’t matter so much when you can literally and figuratively spend the entire game crushing Nazi balls. After all, when you’re retooling an already murky shooter from 2012, there’s only so much you can do to improve things. Rebellion's Sniper Elite series has proven popular with online spectators, not least because its killcam is capable of generating slow motion footage of chaps being shot in the testicles.Sniper Elite V2 Remastered is pretty unimpressive to look at. uk caught up with Jason Kingsley, CEO of Rebellion and chairman of The Independent Games Association, to talk YouTube, game design and nut shots. uk: Tell us about Rebellion's approach to game streaming and broadcasting. JK: We embraced the idea of people playing our games, recording the footage and getting that info out there. We had a very modest budget for that project and it was tongue-in-cheek. We had a lot of very successful multiplayer sessions recorded and played by famous Youtube and Twitch commentators, and these things have had upwards of a million views which is brilliant for us. Somebody engaging with a video of our game for 15 minutes is incredibly powerful and quite fun to watch too. They probably don't want too much chat from the game over their voiceovers because they're chatting to each other. Did they do the things you expected, when you expected? Or did they do something different? What's interesting is looking at the different play styles, which allows us to examine how people play our games for real as well which is always interesting from a gameplay perspective. In the very first Sniper Elite the killcam was an interesting gameplay feature because it was designed to emphasise the long-distance shooting in the game. We were trying to innovate gameplay We had the bullet travel camera and then an impact. In Sniper Elite V2 we said let's go into even more detail. For many people it was quite shocking detail - quite grotesque. We've gone even further in Sniper Elite 3. It's quite uncomfortable to see the killcam but that's deliberate. We are not trying to go for the gore factor. We are trying to emphasise the lethality of a single sniper bullet and trying to create that atmosphere of utter terror that snipers create on the battlefield. We're trying to make adults think about what a sniper does and what it means to be a sniper. It sounds a bit arty but the game is a slower paced game and a little less like a fairground ride than something like Call of Duty. We're not trying to emulate the machine gun from the hip charging into the enemy and blasting everywhere. We're trying to push people into a different mindset and a place filled with tension and death.ĭo you find there's ever a conflict between making something that's enjoyable to watch and making something that's enjoyable to play? I think games are one of the few mediums where you can actually do that. If you think about television and movies, wonderful though they are, there is very little interaction. You watch a movie and it's the same movie for everybody. They may interpret it differently or be watching it in different languages but basically it's the same data stream from beginning to end. With a game you can watch the same game being played by two different people and it's a different thing. Somebody may be playing Sniper Elite the way we intended it to be played, which is slowly and steadily, creeping around and taking their time to make their shots. Other people may be charging in there - because they don't really understand what we're trying to do - and getting the shit kicked out of them regularly and losing a lot.īoth are equally valid ways of playing a game I suppose. One is going to be more successful than the other but both are equally valid. It's quite fun to watch people doing things that you've created in different ways than you expected. Has being aware of YouTube and Twitch impacted how you make games? We don't specifically design the game with social media or YouTubers in mind. We build the best game we can in the circumstances, in the way we feel it ought to be played. However, multiplayer components are interesting.
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