24/05 Game Rumour Generator
24/05 Call Of Duty Ghost Dog
18/05 Movies vs. Life
10/05 Gravity Trailer
03:38 tergat : 02:53 > Rod Stewart le comeback ?
03:13 Meddle : GTB>
02:53 GTB : Nouveau Trailer de Captain Harlock [url]
00:58 Atchoum_ : DoubleJ> J'ai déjà vu ça. Je ne sais plus quand mais ça doit se comtper en années.
00:57 l00 : 00:33 > Woké, plus d'internet pour moi ce soir, oO
00:50 DoubleJ : LiveLeak venant de poster la vidéo, j'ai pas non plus cherché à savoir si c'est récent ou non.
00:40 vasquaal : DoubleJ> Tu sors d'un long coma ?
00:33 DoubleJ : From Japan OO [url]
00:30 alwayson : 22:08 > c'était mort-né [url]
00:23 ignatius : Star wares
00:10 ignatius : Laurent>désolé mais les Star Wars Weekends ne datent pas d'hier. C'est dur, la fête foraine et les guerres de l'étoile ne font qu'un...
23:23 somonflex : Vraiment énorme cette url avec ps4, à croire que c'est fait exprès.
23:11 AirborneCody : Haha*
23:11 AirborneCody : 22:47 > Aaha ps4 dans l'url :D
23:01 Aldarion : Je vois rien sur Origin par rapport à ça. Exclu US ? [url]
22:58 vasquaal : DoubleJ> 22:47 > ps4 url :D
22:49 spook : je ne comprends pas pourquoi ils ne font pas tous ça. Sérieusement. C'est vite le bordel les commentaires, et ça apporte rien en image de marque aux entreprises.
22:47 DoubleJ : Source [url]
22:46 DoubleJ : MS a désactivé les commentaires sur leur chaine Xbox One [url]
22:46 choo.t : Anfauglir> Thatcher est morte !
jeudi 09 octobre 2008
PC | 09/10/2008 - 23:27
Atypique, excentrique et énigmatique, Zeno Clash est le premier projet du tout jeune studio indépendant chilien ACE Team. Si vous n'en n'avez jamais entendu parler, rassurez-vous : annoncé en loucedé durant le mois d'août 2007, Zeno Clash se fait depuis très discret et le seul moyen d'en connaître d'avantage est de contacter directement la devteam.
Intrigué que nous sommes, nous avons posé quelques questions à Carlos Bordeu, fondateur du studio et co-lead designer sur le projet. Un grand merci à lui ainsi qu'à mess pour le coup de main.
ACE Team was first a mod development group before becoming a professional game studio and some of us also worked at Wanako Games for some years. Some of us were making mods all the way back to the mid 90’s, but we did not begin as a real company until recently. As mod developers we worked on a Batman conversion for the classic Doom 2 and a single player campaign conversion for Quake 3 called “The Dark Conjunction”. Those of us who worked at Wanako games had leading roles in the development of “Assault Heroes”, which got a “Game Of The Year” award by IGN, in the XBLA category.
Something that has not been said about the first steps of Zeno Clash is that the game is the successor of a different title we tried to produce many years ago using Lithtech’s Jupiter engine (used for Monolith’s No One Lives Forever 2). We built a short demo of a game called ‘Zenozoik’, which shared some of the concepts we have polished now with Zeno Clash. The game was supposed to be our first commercial title, but for several reasons the game was too ambitious so we eventually stopped working on it. A few years after we gathered and discussed the concept again and decided to build something new where we would focus on making a game with a clear and strong direction. That is when Zeno Clash appears.
We have a relationship as licensees with Valve, but they are not implicated in the game’s development. They have been helpful in supporting us on technical matters regarding the Source engine.
Something worth mentioning is that when we contacted Valve about our game we only had a 2 level prototype with a very early combat system. The game was clumsy then and far from what we have now. Still, it seemed to impress them a lot. It was very nice to hear that we had ‘fans of Zeno Clash at Valve’. These are the guys that make Half-Life, so it meant a lot to us.
In previous interviews we’ve mentioned that our method of development has been to build the game as a whole in layers rather than progressively (level, by level). This has been an advantage because the game gets a homogeneous attention to detail, but the obvious disadvantage is that getting a final polished version of a specific section is slower since we’re generally working on everything simultaneously (in layers). This prevents us from having content that we’re ready to show in promotional material like trailers or gameplay videos. I guess that larger companies don’t have this issue, since they can afford having part of the team working exclusively on key areas for promotional purposes. But since we’re a small team we don’t have the luxury to do that. This somewhat applies to all the rest of our activities. Since we’re a small team and we’re just starting out, everyone has more duties than what we would like. For instance, we don’t have a person in charge of the producer’s role, so the tasks the producer would have to do have been delegated to several of us, who are also doing multiple other things regarding the development. I think this is one of the typical things that consume a lot of time in smaller dev studios.
This is a good question and it is something we were very aware of at the beginning of the development. There are two things we’ve focused on to avoid monotony :
The first thing is that even though the game plays around melee combat, there is also a lot of far combat with “guns” and this mode blends completely with the melee combat. The AI works to make use of both systems. Enemies can attempt to rush at the player when the player is reloading to force the player into melee combat. An adversary may also decide to stay away and shoot because he has the upper hand, (i.e. the enemy is holding a weapon and the player is not). The player and enemies can get weapons easily knocked out of their hands and this keeps things interesting. During some parts of the game you might feel inclined to avoid close encounters because you are doing well at a distance.
The second thing to avoid monotony is that the game features special locations where the gameplay mechanics will change to something brand new. There are certain levels and enemies that require the player to master new mechanics or make use of old ones but in a different context. Fighting heavy characters with bashing weapons would be an example. We think that the gameplay will be as varied as the visuals and hopefully we will be able to show this in action soon.
In regards to blood we have said that the game is violent in terms of the intensity of combat, but making a gory game was never a part of our design and it didn’t go well with our story either. There’s not a load of blood in our game.
In regards to sex we have nothing explicit and it’s definitively not a strongly sexual themed game. Some people might consider some aspects of the story & presentation to be more suited for an adult audience. Things like that our main antagonist is a hermaphrodite creature, with a special relationship with its children, may be more oriented to an adult audience. We have tried to keep the game very true to its artistic direction and we didn’t feel like using typical fantasy cliches like super sexy female warriors with ridiculously tiny armor pieces. It’s not like every single character in the game is an ugly mutant and we didn’t want the world to feel like a Lord of The Rings clone. In the real world there are all kinds of people, and the same happens in our game. We have the good looking, the ugly and the absolutely weird.
The “guns” are more like artifacts that resemble firearms in the real world and work somewhat similar. The weapons have been balanced to work with our ‘melee combat’ – ‘far combat’ mix. All weapons require a paused reload after firing their rounds. This adds strategy to the game. Will a player attempt to reload before his enemy can get to him or will the player avoid the chance of getting punched while he reloads? What if the player’s health is low? Will the player risk fighting face to face? Maybe the player can run before his stamina depletes and he has enough time to load his weapon. Each weapon has its own cons and pros. We have from dual wielding guns to an exotic crossbow that fires metal sphere heads.
The game does not focus on exploration, so it is not similar in layout to larger scaled games like The Elder Scrolls. The levels or ‘arenas’ are smaller and are built considering the combat mechanics. The fantasy setting does’t mean it is an RPG. However there is a lot of dialogue and story and it’s definitively not a monster shooting gallery. The game has a fast pace and it’s more of an action/adventure hybrid. We have NPCs and key parts where you have interactions with them, but it’s all a part of the story as it unfolds. One thing I can say for sure: The game in terms of art, story and gameplay is quite different to anything out there.
With the rising costs and difficulties of game development this is a good way for smaller independent game developers to explore new ideas and bring new content to the industry.
In terms of length Zeno Clash should be similar to a Half-Life episode. And obviously the game will be sold at a cheaper cost than a typical retail game. I think that for the amount of content given we will have a very good price.
We have a retail publisher for the Russian territories (Noviy Disk). We are in conversations with other publishers for other territories. The game will be available worldwide through Steam.
Not yet… we are still too concerned about finishing the game. Our main focus is getting it done and getting out something we are proud of. We have developed the game completely independently and the advantage is that we have no pressures from someone above, but we do have our own pressures related to being an independant studio. That is one of the reasons why we still have not announced a release date, because we want to do so when we feel confident that we will deliver a good game. Obviously we aren’t id Software and cannot say “when it’s done”, but we don’t have to compromise to an external milestone disregarding the game’s final quality.
I think the best term would be “unusual”. The only other internationally known game studio here is Wanako Games, a company which some of us worked in since its beginning. So you can imagine that videogames are not a very big part of Chile. However it’s been a unique experience and I have faith that we will grow a lot more as a company and become a recognized game studio for its original games. Zeno Clash is our first title and we have a lot of crazy ideas here at ACE Team.
I’m glad you asked this question since the topic has popped out there in a lot of forums after our media releases. I’ve personally worked on a lot of the art in the game so the question reaches me on a personal level J The disappointing answer is that no sort of exotic Latin American hallucinogens or drugs are used during the creative process. So yes; the disturbing and awkward images you’ve seen come directly from our degenerate brains. :-)
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J'ai arreté AO quand ça a commencé à me perturber IRL. Genre réveillé en sueur en cherchant un buff HP ou m'endormir en cours en me demandant quel lvl étaient les gens autour de moi. Pendant une fraction de seconde je me pose la question, apres je réalise qu'ils jouent pas à AO. - Adeher