Modification de Chronique:Canon Fodder - Surface Features
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'''GRIM: So Jeremy, what was the overall thought process on the art direction for | '''GRIM: So Jeremy, what was the overall thought process on the art direction for Halo Wars 2?''' | ||
'''JEREMY COOK:''' I’d say that overall, we set out to try and strike a healthy balance between familiar and totally new. With the challenges the RTS genre can produce in regards to camera angles and perspective, readability and clarity of the units and combat space is typically the highest priority. And of course, we also wanted to maintain the visually rich and immersive qualities expected in a Halo title, regardless of genre. We put a lot of effort into preserving recognizable traits and personalities of (beloved) units and structures while working to maintain their readability. | '''JEREMY COOK:''' I’d say that overall, we set out to try and strike a healthy balance between familiar and totally new. With the challenges the RTS genre can produce in regards to camera angles and perspective, readability and clarity of the units and combat space is typically the highest priority. And of course, we also wanted to maintain the visually rich and immersive qualities expected in a Halo title, regardless of genre. We put a lot of effort into preserving recognizable traits and personalities of (beloved) units and structures while working to maintain their readability. | ||
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'''GRIM: In part because of those camera angles you mentioned earlier, the environments themselves can actually play a pretty crucial role in the overall feel of an RTS game, right?''' | '''GRIM: In part because of those camera angles you mentioned earlier, the environments themselves can actually play a pretty crucial role in the overall feel of an RTS game, right?''' | ||
'''JC:''' Definitely, in | '''JC:''' Definitely, in Halo Wars 2, our environments needed to provide another hallmark of Halo: a grand sense of scale. Using our camera’s perspective, we leveraged the negative spaces, glimpsing into endless chasms of Forerunner technology and creating a greater sense of depth within the frame. | ||
'''GRIM: While I’d say that many halo fans have already noticed some care and attention paid to the “familiar,” but can you also speak to the nature of forging some new ground with the Banished palette and architecture?''' | '''GRIM: While I’d say that many halo fans have already noticed some care and attention paid to the “familiar,” but can you also speak to the nature of forging some new ground with the Banished palette and architecture?''' | ||
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'''GRIM: Oh I imagine that the more they continue to see, the more they will definitely find more to love. Now, Kevin, can you please talk a little bit about the setting for | '''GRIM: Oh I imagine that the more they continue to see, the more they will definitely find more to love. Now, Kevin, can you please talk a little bit about the setting for Halo Wars 2? Where does it pick up from the original game, and what returning heroes might we see? ''' | ||
'''KEVIN GRACE:''' It’s so great to finally get back to Captain Cutter and the | '''KEVIN GRACE:''' It’s so great to finally get back to Captain Cutter and the Spirit of Fire! Those who remember the ending of the first Halo Wars will recall that the Spirit of Fire and everyone on board was floating through space with basically no engine and no real chance to get home. We’re picking back up with them 28 years later as Captain Cutter, Professor Anders, and the rest of the crew find themselves above a HUGE alien installation we all know as The Ark (mainly because the Master Chief went there and gently engaged in some… redecorating in Halo 3). | ||
'''GRIM: So, what about this new threat will they be facing?''' | '''GRIM: So, what about this new threat will they be facing?''' |