DACHOSENONE1193
L12: Crazy
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- 25 Apr 2007
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Zitat von xboxfront.de:Mit Too Human kommt im Juni diesen Jahres ein mit Spannung erwartetes Spiel in die deutschen Händlerregale.
Woher der Termin?
Woher der Termin?
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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DACHOSENONE1193 schrieb:Zitat von xboxfront.de:Mit Too Human kommt im Juni diesen Jahres ein mit Spannung erwartetes Spiel in die deutschen Händlerregale.
Woher der Termin?



Taddl schrieb:lol Juni, das glauben die doch selber nicht.
Würde mal sagen, sie haben sich dieses Datum einfach aus dem Allerwertesten gezogen und spekulieren, wobei sie das besser nochmal üben sollten um einen halbwegs glaubwürdigen Release-Termin erfinden zu können.![]()

Schönes Video, dass gefällt mir echt gut. Freue mich schon drauf das im Coop zu spielen.DACHOSENONE1193 schrieb:
Es ist kein Hack & Slay, es ist ein mix aus allem möglichenDarthSol schrieb:Also die Story Sequenzen sehen gut aus, und grafisch machts auch schon was her...nur mit dem Gameplay kann ich mich noch nicht anfreunden. Ich bin nicht soo der Fan von Hack & Slay.
Das Leveldesign wirkt zum Teil auch noch etwas triste und einfarbig.
Aber ok, mal sehen was da noch so kommt...


Hellraizer schrieb:Es ist kein Hack & Slay, es ist ein mix aus allem möglichen![]()
DACHOSENONE1193 schrieb:Wie schon im vid erwähnt, solls eine Mischung aus DMC und Diablo sein. In dem vid von IGN weekly, hat man ebenfalls gesagt, das es episch wie HDR werden soll, sprich grosse Plätze , große Schlachten eine grandiose Geschichte über 3 Teile, wobei man seinen Char aus dem vorherigen Teil in den aktuellen Transferiren kann und nicht bei 0 anfangen muss.
- ich erwarte sehr viel von denen und ich glaube fest daran, dass sie sogar meine hohen Erwartungen übertreffen werden 



http://blogs.ign.com/silicon-knights/2007/05/17/54972/Skalds, Sagas and Story
So begins the oldest poem in English literature, Beowulf. The word means So and implies: Forget about what youve just heard, and listen to whats coming.
The ancient skalds (and their contemporaries: the scops and bards) relied on a wide variety of techniques to create interest in their stories and make them accessible to their audience. Kennings are one such technique and are simple poetic devices that often describe what something is by purposefully avoiding saying what it is being described, e.g. a sword isnt a sword, its a helmet reddener, a ship is a sea-rider, etc Kennings allowed individual poets to embellish his story while retaining the same simple story substructures that are easy to remember.
This goes to show that theres more to storytelling than just relating what happens. Storytelling is not simply sitting down and working out a progression of events. This is doubly true for video game storytelling, where you have to mete out content in the pace and rhythm of the gameplay to avoid alienating the player who might just want, heaven forbid, to play his new game.
Aristotles Poetics illustrates the many dimensions of storytelling, some of which are:
The Plot is easy to generate, and leads naturally to the Spectacle by means of questions: How? Why?
- The Plot: what happens E.g. a king is murdered
- The Spectacle: how it happens. E.g. killed with a red-hot poker by a circle of his closest friends, during his birthday celebrations
- The Melody: how it is told. E.g. from the point of view of the king, as a ghost, reflecting on his own passing
The Melody is really the hard part because it could be done in a myriad ways. Each way could do the job well enough, but only a few will emphasize the writers themes. Often, it is not a logical leap to arrive at how the melody should unfold.
With Too Human we decided to tell the stories of Norse Mythology through science- fiction. By setting the action against a backdrop of high technology, instead of swords and sorcery as they might expect from mythology, we intended to create a unique hook that would challenge a players preconceptions of what the story was about. After all, stories should be engaging and challenging in order to keep a players interest.
The Melody itself will often restrict the writer because suddenly there are a lot more rules to live by, generally fabricated, to fit the needs of the story. How do you explain how a particular event could happen? Why would a character make this decision, rather than another? And so on. Although the writer has complete control over these rules, they can still make life challenging.
In our case, we had to figure out how these very recognizable characters could exist within our newly imagined world and still get our themes of man and machine across, while still being faithful to the source material. The image of Thor and his hammer, for example, is particularly iconic and carries a lot of expectations that might run contrary to what you want to say as a writer. How do you use this character to describe the differences between humanity and technology, or our dependence on it?
The skalds invigorated their stories with heroic embellishment and other devices, not only to entertain their listeners but also to work in their own editorial themes.These embellishments ultimately became the most valuable parts of their stories. Beowulf shows us the transition of religion in Europe from Paganism to Christianity and has become of historical and linguistic importance. We hope that by using a similar approach we can engage the players interest enough to ponder our themes.
While I wont expound the literary value of Too Human, I will say that we believe it goes beyond the action and thrills of game stories and has something deeper to say. Although video games are not currently viewed as art by the mainstream, Silicon Knights sees no reason not to treat them as such and craft them accordingly.
And with that, I hope you will not be disappointed with what weve crafted in Too Human.
