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Interview: Ubisoft talks Immortals’ Banjo-Kazooie and 00s action game influences – Video Games Chronicle

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Playing Immortals Fenyx Rising – or as the game’s narrator calls it, “the game formerly known as Gods & Monsters” – the first thing that hits like a truck is its blatant The Legend of Zelda: Breath of the Wild” href=”https://www.videogameschronicle.com/games/the-legend-of-zelda-series/the-legend-of-zelda-breath-of-the-wild/”>Zelda: Breath of the Wild influence.

From its art style, to its mechanics and its open-world structure, Ubisoft Quebec” href=”https://www.videogameschronicle.com/companies/ubisoft/ubisoft-quebec/”>Ubisoft Quebec might as well be making a follow-up to Nintendo Switch” href=”https://www.videogameschronicle.com/platforms/nintendo/switch/”>Nintendo Switch‘s seminal launch game. And if it was, it would be doing a pretty fine job: Immortals’ Greek mythology-inspired world is stunning and a joy to explore, while combat feels snappy and satisfyingly chaotic.

The other thing that’s striking about Immortals is its emphasis on humour. Greek gods Prometheus and Zeus narrate gameplay like wise-cracking, fourth-wall-breaking characters from a Banjo-Kazooie” href=”https://www.videogameschronicle.com/games/banjo-kazooie/”>Banjo-Kazooie game – and it turns out that’s not a coincidence.

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“One of the very important influences for us was the action-adventure games from the early 2000s,” associate game director Julien Galloudec told VGC.

“So games like Jak and Daxter or Banjo-Kazooie, that were action-adventure games within a small open-world, very dense in challenges that could be combat, that could be platforming and that could be puzzles. We wanted to kind of revisit that formula and bring it to the next level with the tech knowledge and the things that we can do at Ubisoft” href=”https://www.videogameschronicle.com/companies/ubisoft/”>Ubisoft Québec.”

Read on for our full interview with Galloudec, and 30 minutes of exclusive Immortals Fenyx Rising gameplay. The game is set for release on console, PC” href=”https://www.videogameschronicle.com/platforms/pc/”>PC and Stadia” href=”https://www.videogameschronicle.com/platforms/stadia/”>Stadia on December 3.


Was the change of name from Gods & Monsters really all preference, or was there also a legal reason such as copyright issues? 

So no, the change of name was entirely because of the vision of the game. When you start a game it’s always an adventure and it’s a very iterative process. So you start with a vision that evolves as you craft it with the team and we get feedback and ideas. 

And so when we got the extra development time last year, we decided to push that process even further and to challenge our vision to make sure that we would deliver the true vision we had for our mythological adventure.  

So after that, the game changed a lot, to the point where we felt we needed a new name to be better aligned with that updated vision, so that’s where we decided to change to Immortals Fenyx Rising, a name that combines the notion of the timeless aspect of the Greek mythology with the immortals. And also I like the new era, Fenyx, and adjoining that epic adventure. 

So there was no technical reason for the change? 

No, as I was saying, at some point we realised that our vision had evolved so much that we kind of needed something that that was a better reflection of what the game was today. 

We were pleasantly surprised by the amount of humour in the game. Was that a conscious effort to differentiate it from Ubisoft’s more serious open-world games? 

Yes, that was our intention at the very beginning: to do something that was very different from what we did before, while still exploring the ancient Greek and especially the Greek mythology that we just did in Odyssey. We wanted to explore that mythology with a unique tone, something lighthearted and with a lot of humour, while exploring the dark and sometimes disturbing stories of the Greek mythology. 

That was one of the first intentions we had with the game, and that’s why we chose to have Prometheus and Zeus as narrators, with colourful personalities that can bring a lot of humour in the way they tell the story, and in the way in which they command the action of the players. 

We wanted the duo of narrators to interact a lot together and Prometheus and Zeus in particular have a lot of history. Prometheus is Zeus’s cousin and a long time ago he brought fire to mortals. Zeus was really pissed about that, so to punish him he condemned Prometheus to be chained to a rock for eternity. And on top of that, he made sure that every day there was a lovely eagle that came to that rock and ate his liver. So they have a lot of family history! 

We needed two people who could have this interaction and back-and-forth, with Prometheus telling the story and Zeus trying to make jokes and break the narration. We spent a lot of time to build those two characters and the relationships that you’re going to explore as you progress through the story of Fenyx in the game. 

You performed the same role on Assassin’s Creed Odyssey” href=”https://www.videogameschronicle.com/games/assassins-creed-series/assassins-creed-odyssey/”>Assassin’s Creed Odyssey. How did your experience from that project affect how you wanted to approach Immortals? 

Yeah, so we learned a lot on Odyssey as developers and as a team, and also we learned a lot about the Greek world and the Greek mythology. One of our intentions was to first continue to explore that world and embrace the Greek mythology and all those great tales about heroes, gods and mythical creatures.  

We really wanted to take that raw material of the magical aspect of the ancient Greek world and do a game that can embrace all those stories. And we also wanted to do something different from what we did before, while using all the experience we had as a team to work better together and to hopefully do something even better, and in a more efficient way, as a team and as developers. 

“One of the very important influences for us was the action-adventure games from the early 2000s. So games like Jak and Daxter or Banjo-Kazooie, that were action-adventure games within a small open world.”

The game is clearly hugely influenced by Breath of the Wild. What do you think the secret was to that game’s formula that fans loved so much? 

It’s always great to be compared to great games, but I’ve actually been influenced by a lot of different experiences, and one of the very important influences for us was the action-adventure games from the early 2000s.  

So games like Jak and Daxter or Banjo-Kazooie, that were action-adventure games within a small open-world, very dense in challenges that could be combat, that could be platforming and that could be puzzles. We wanted to kind of revisit that formula and bring it to the next level with the tech knowledge and the things that we can do at Ubisoft Québec. 

So that was part of our intention, to explore that aspect in terms of game experience, while using the Greek mythology as a setting for the game. We wanted to have that mix of combat, travel, exploration and puzzle all mixed together in a flow that that kind of makes sense and that you can have an agenda within.  

So you can choose how many puzzles, how much platforming, which exploration and how much combat you want to do, but have a unifying experience within those three pillars. That was really the focus in terms of game experience, to try to have the best balance within that mix of intensity, with combat, exploration and traversal. 

Considering your clear Breath of the Wild influence, have you also gone for a truly open-world structure, or is there a linear order in which players progress? 

It was part of many influences as I was saying… that open-world action-adventure genre. We have been influenced by many different types of games. 

So we built the world as a kind of theme park of Greek mythology, so each region is strongly themed around a god and his mythology, and everything within that region is built to support the stories and myths of that God. 

When you reach the mainland, you can start exploring all those regions the way you want, and you can start the quests with each of the gods. There is no one path toward the end and you can build your own agenda within that world and start to help the Gods that you want, because of the God himself or because of the challenges, or because of the stories within that region. 

Coming back to Breath of The Wild, which areas did you identity that Immortals could explore to differentiate itself or improve? 

I think what makes Immortals Fenyx Rising quite unique is the setting, so exploring the Greek mythology, and also the tone we are we are using to do that, so having something light-hearted and a lot of humour within the way we explore the Greek mythology. 

And also that balance between exploration, puzzles and especially the combat is fast-paced, acrobatic, fantastical, and you’re going to fight a lot of different creatures, sometimes pretty huge like a Cyclops and Minotaurs. I think all of that mixed together brings something pretty unique to Immortals Fenyx Rising. 

It was very important when we were making decisions in terms of design that the journey was as fun and challenging as the destination, and that model drove a lot of decisions in the way we built the game both in terms of gameplay experience, the world and narration. 

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Not many games manage to nail humour. What was your experience with comedy in this game? 

That would be a perfect question for Jeffrey our narrative director. But what I can say is that we try to apply that tone not just within the dialogue of the story, but also within the moment-to-moment experience.  

So the way you’re going to build something in the world, or the way you’re going to do a small scene about upgrading your character to make it epic, but also have that kind of humour and references to some pop culture. So we tried to apply that tone in all the aspects of the game so it’s consistent for the player and also true to the experience of the Greek mythology. 

Running a big open-world game on Switch isn’t easy. How have you ensured this version doesn’t hold back the others in terms of the scope and scale of your offering? 

I think that’s actually one of the great breakthrough achievements of the team, especially the technical engine team, that we built the game we wanted and then we managed to put that game together for all the platforms we wanted to support.  

And it’s actually quite an achievement that they managed to have that game simultaneously ship on Switch with all the content that we wanted, so I will make sure to congratulate them again because indeed I think it’s something that is quite remarkable. 

Single-player open-world games seem to be getting bigger and bigger, which must be hurting production costs and resources as visual fidelity increases. Are expectations of 40+ hours games spiralling out of control? How does Immortals approach story length? 

I think a lot of that is linked to the intention you first have when you build the game. So for example, for us, yeah, what was important was how we could build that mythological experience that explored Greek mythology with something that is dense and fun to play. Then it’s really what decided everything after that. 

We were talking earlier about our experience with Odyssey, and that helped us be able to work better as a team, work better with our tools and with each other and to make sure everyone could contribute the best way to bring the best out of the game. 

That was for us a big help to develop the game, because we are much more efficient as a team now, so we’re able to build faster and to iterate faster. I think at the end of the day, what is best is to have enough types of games and experiences on the market for every player to find the game and the experience they want to enjoy, and I think we’re in the point with the industry where we have that variety on the market and I think it’s for the best. 

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United Airlines will offer free internet on flights using service from Elon Musk’s SpaceX

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CHICAGO (AP) — United Airlines has struck a deal with Elon Musk’s SpaceX to offer satellite-based Starlink WiFi service on flights within the next several years.

The airline said Friday the service will be free to passengers.

United said it will begin testing the service early next year and begin offering it on some flights by later in 2025.

Financial details of the deal were not disclosed.

The announcement comes as airlines rush to offer more amenities as a way to stand out when passengers pick a carrier for a trip. United’s goal is to make sitting on a plane pretty much like being on the ground when it comes to browsing the internet, streaming entertainment and playing games.

“Everything you can do on the ground, you’ll soon be able to do on board a United plane at 35,000 feet, just about anywhere in the world,” CEO Scott Kirby said in announcing the deal.

The airline says Starlink will allow passengers to get internet access even over oceans and polar regions where traditional cell or Wi-Fi signals may be weak or missing.

The Canadian Press. All rights reserved.

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How to Preorder the PlayStation 5 Pro in Canada

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Sony has made it easy for Canadian consumers to preorder the PlayStation 5 Pro in Canada directly from PlayStation’s official website. Here’s how:

  • Visit the Official Website: Go to direct.playstation.com and navigate to the PS5 Pro section once preorders go live on September 26, 2024.
  • Create or Log in to Your PlayStation Account: If you don’t have a PlayStation account, you will need to create one. Existing users can simply log in to proceed.
  • Place Your Preorder: Once logged in, follow the instructions to preorder your PS5 Pro. Ensure you have a valid payment method ready and double-check your shipping information for accuracy.

Preorder Through Major Canadian Retailers

While preordering directly from PlayStation is a popular option, you can also secure your PS5 Pro through trusted Canadian retailers. These retailers are expected to offer preorders on or after September 26:

  • Best Buy Canada
  • Walmart Canada
  • EB Games (GameStop)
  • Amazon Canada
  • The Source

Steps to Preorder via Canadian Retailers:

  • Visit Retailer Websites: Search for “PlayStation 5 Pro” on the website of your preferred retailer starting on September 26.
  • Create or Log in to Your Account: If you’re shopping online, having an account with the retailer can speed up the preorder process.
  • Preorder in Store: For those who prefer in-person shopping, check with local stores regarding availability and preorder policies.

3. Sign Up for Notifications

Many retailers and websites offer the option to sign up for notifications when the preorder goes live. If you’re worried about missing out due to high demand, this can be a useful option.

  • Visit Retailer Sites: Look for a “Notify Me” or “Email Alerts” option and enter your email to stay informed.
  • Use PlayStation Alerts: Sign up for notifications directly through Sony to be one of the first to know when preorders are available.

4. Prepare for High Demand

Preordering the PS5 Pro is expected to be competitive, with high demand likely to result in quick sellouts, just as with the initial release of the original PS5. To maximize your chances of securing a preorder:

  • Act Quickly: Be prepared to place your order as soon as preorders open. Timing is key, as stock can run out within minutes.
  • Double-Check Payment Information: Ensure your credit card or payment method is ready to go. Any delays during the checkout process could result in losing your spot.
  • Stay Informed: Monitor PlayStation and retailer websites for updates on restocks or additional preorder windows.

Final Thoughts

The PlayStation 5 Pro is set to take gaming to the next level with its enhanced performance, graphics, and new features. Canadian gamers should be ready to act fast when preorders open on September 26, 2024, to secure their console ahead of the holiday season. Whether you choose to preorder through PlayStation’s official website or your preferred retailer, following the steps outlined above will help ensure a smooth and successful preorder experience.

For more details on the PS5 Pro and to preorder, visit direct.playstation.com or stay tuned to updates from major Canadian retailers.

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Introducing the PlayStation 5 Pro: The Next Evolution in Gaming

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Since the PlayStation 5 (PS5) launched four years ago, PlayStation has continuously evolved to meet the demands of its players. Today, we are excited to announce the next step in this journey: the PlayStation 5 Pro. Designed for the most dedicated players and game creators, the PS5 Pro brings groundbreaking advancements in gaming hardware, raising the bar for what’s possible.

Key Features of the PS5 Pro

The PS5 Pro comes equipped with several key performance enhancements, addressing the requests of gamers for smoother, higher-quality graphics at a consistent 60 frames per second (FPS). The console’s standout features include:

  • Upgraded GPU: The PS5 Pro’s GPU boasts 67% more Compute Units than the current PS5, combined with 28% faster memory. This allows for up to 45% faster rendering speeds, ensuring a smoother gaming experience.
  • Advanced Ray Tracing: Ray tracing capabilities have been significantly enhanced, with reflections and refractions of light being processed at double or triple the speed of the current PS5, creating more dynamic visuals.
  • AI-Driven Upscaling: Introducing PlayStation Spectral Super Resolution, an AI-based upscaling technology that adds extraordinary detail to images, resulting in sharper image clarity.
  • Backward Compatibility & Game Boost: More than 8,500 PS4 games playable on PS5 Pro will benefit from PS5 Pro Game Boost, stabilizing or enhancing performance. PS4 games will also see improved resolution on select titles.
  • VRR & 8K Support: The PS5 Pro supports Variable Refresh Rate (VRR) and 8K gaming for the ultimate visual experience, while also launching with the latest wireless technology, Wi-Fi 7, in supported regions.

Optimized Games & Patches

Game creators have quickly embraced the new technology that comes with the PS5 Pro. Many games will receive free updates to take full advantage of the console’s new features, labeled as PS5 Pro Enhanced. Some of the highly anticipated titles include:

  • Alan Wake 2
  • Assassin’s Creed: Shadows
  • Demon’s Souls
  • Dragon’s Dogma 2
  • Final Fantasy 7 Rebirth
  • Gran Turismo 7
  • Marvel’s Spider-Man 2
  • Ratchet & Clank: Rift Apart
  • Horizon Forbidden West

These updates will allow players to experience their favorite games at a higher fidelity, taking full advantage of the console’s improved graphics and performance.

 

 

Design & Compatibility

Maintaining consistency within the PS5 family, the PS5 Pro retains the same height and width as the original PS5 model. Players will also have the option to add an Ultra HD Blu-ray Disc Drive or swap console covers when available.

Additionally, the PS5 Pro is fully compatible with all existing PS5 accessories, including the PlayStation VR2, DualSense Edge, Pulse Elite, and Access controller. This ensures seamless integration into your current gaming setup.

Pricing & Availability

The PS5 Pro will be available starting November 7, 2024, at a manufacturer’s suggested retail price (MSRP) of:

  • $699.99 USD
  • $949.99 CAD
  • £699.99 GBP
  • €799.99 EUR
  • ¥119,980 JPY

Each PS5 Pro comes with a 2TB SSD, a DualSense wireless controller, and a copy of Astro’s Playroom pre-installed. Pre-orders begin on September 26, 2024, and the console will be available at participating retailers and directly from PlayStation via direct.playstation.com.

The launch of the PS5 Pro marks a new chapter in PlayStation’s commitment to delivering cutting-edge gaming experiences. Whether players choose the standard PS5 or the PS5 Pro, PlayStation aims to provide the best possible gaming experience for everyone.

Preorder your PS5 Pro and step into the next generation of gaming this holiday season.

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