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selon gamespot, Yasumi Matsuno a participé au scénario.

 

GameSpot's Preview of MadWorld for Nintendo Wii

 

One special point of interest is that Madworld's story was developed with help from Yasumi Matsuno (the game designer behind Vagrant Story and Final Fantasy XII) who, it turns out, was tapped by his friend Atsushi Inaba of Platinum to work on the game's scenarios. Given all the experience at Platinum, as well as the experience that Matsuno brings to the table, we're anxious to see how this craziness is going to play out.

 

mais, de ce que j'ai lu du synopsis, ça ressemble vraiment pas à ce qu'il écrit d'habitude. Ce Mad World a dû être inspiré de "Battle Royal". Quand même inquiet s'il a effectivement aidé au développement. J'espères qu'il reviendra au politico-fantastique, comme avec ces autres jeux

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petit up

 

MadWorld - Wikipedia, the free encyclopedia

 

In MadWorld, Varrigan City has become a target for a group of terrorists known as "The Organizers". The Organizers have taken over the city and transformed it into the setting for a game show called Death Watch,[8] where the city's citizens are being forced to fight for their lives against mysterious enemies, for a prize of 100 million dollars.

 

:lol:. Pas pour dire, mais je trouve trois similitude à Vagrant Story, malgré qu'on peut facilement m'appeler de fous

 

Varrigan : me fait beaucoup penser au mot Vagrant, qui signifie Vagabon

 

The Organizer : Peut faire penser au membre de la Müllenkamp et de la "Crimson Blade" (même si c'est absolument différent, d'autant plus qu'ils avaient un but précis et pas faire une "téléréalité" à la con).

on s'embarque à une chasse à l'homme à travers la cité (Ashley-Sydney)

 

mais bon, faut vraiment aller chercher et je suis bien conscient que je dis n'importe quoi. Mais mes craintes sont malheureusement fondées. Yasumi Matsuno se retrouve au simple poste de scénariste. Les histoires politico-religieuse au disparut pour laisser place à du "banal" (à part si la chasse à l'homme laisse place à une vrai histoire de fond, comme dans Vagrant Story). Et le médiéval fantastique laisse place à de l'hémoglobine façon Battle Royal, agrémenter à du "Big Brother is watching you" (faut pas aller très loin, c'est du copier-coller de la BD Sin City, signé Frank Miller). Dommage.

 

Mais comme on dit, wait&see

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commentaire de Yasumi Matsuno, le scénariste

MadWorld - Narrativity

 

When PlatinumGames approached me for MadWorld, I thought about whether or not gamers actually expected a complex world setting or narrative in an action game. Personally, I don’t buy action games for their stories. However, due to the recent evolution of hardware, games have become more detailed, as can be seen by the ever improving graphics. Due to this, I can understand that modern gamers are not satisfied with action itself. So, for gamers that set a high value on atmosphere and depth of the story, I was requested to build the game’s world and script from the ground up.

 

In order to write the story, I met the development team more times than I could count in order to understand their game design and needs as clearly as possible. What I found interesting was that the development team told me one thing and producer was telling me another. More specifically, they gave me different orders from their respective positions.

 

The development team gave me two guidelines. First, “Jack is not a righteous person”. This is because he has no hesitation in regards to his violence. Secondly, “Violence is accepted in the world”. This was from the same reasoning as the first point. During gameplay, they did not want the players to doubt their action when performing an extreme act of violence.

 

On the other hand, the producer believed that “Violence should ultimately be denied in the end”. It meant that we had to be concerned about the current circumstance surrounding the videogame industry. I thought it was a quite reasonable request because, as a company, both SEGA and PlatinumGames did not consider violence right.

 

The setting of DeathWatch (an illegal underground live show) came from these two contradictory orders - the acceptance and negation of violence. In the extraordinary world of the DeathWatch games, violence and brutality is not only required, but accepted. However, once you step out of the show, the world outside is ruled by normal conventions. It’s not only in MADWORLD. Haven’t you felt that big contradiction in your life? I would like gamers to play the game so that they can experience the unusual world & its story that was created from these two conflicting orders.

 

Finally, it may be a little difficult to catch everything in the story by only playing the game once. With each replay you can understand the true meaning of each character’s dialogue more and more.

 

jouer sur les contradiction? Essayer d'amener le joueur a ce demander si la violence est le meilleur choix? ........pas très convaincu.

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