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http://www.thechineseroom.co.uk/blog...a-quick-update

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Alongside that, the art team have been incredibly busy churning out the volume of assets a game like this requires. It's really made us realise that the way we've always talked about the game, not as an ‘indie’ title, but a short-form AAA, is definitely the most accurate way of talking about it. Making sure everything produced is historically accurate, to really sell a complete and compelling fictionalised version of rural England in the 1980s is a big challenge, but we've got an absolutely wonderful art team, including three amazing young artists all working on their first professional title, so we're very lucky. Alongside the environment art, our resident VFX genius has been creating some extraordinary visuals that are really unique and create a stunning layer of mystery in the game. Behind them, there's a lot of complex design and code, keeping a large open-world running at a steady frame-rate without compromising the visual quality, and creating an AI system that balances its mechanical role with really communicating a sense of life and agency. Often, the behind-the-scenes stuff is difficult to identify, but it's the spine of the experience and takes a long time to get right - usually something that is still getting tinkered with right up to beta.
We're well past the half-way point, we can say that. It's always been a tough game to talk about, because it's a mystery, and that mystery is woven into the fabric of everything. There are clues in the screenshots accompanying this blog, just as there are in this new music track we hope you love as much as we do. We can't tell you anything about the story without potentially spoiling it, so you're going to have to be patient on that front, but we're really pleased with how a story as non-linear as this is all falling together in a way that is really powerful and engaging which, after all, was always the whole point.
The core thing about Rapture is atmosphere and story - a deep, engrossing, emotionally driven tale set in a living, breathing world, and that's a combination of lots of things from environmental storytelling to vocal performances. We went into the studio with a stunning cast in late September and integrated all of the scenes into the game during autumn, and we're really proud of the performances. We worked with a brilliant voice director and were lucky to attract some wonderful actors, and Sony supported us using a longer rehearsal period to be able to workshop the script and really get deeply into the nuances of the characters that you'd normally get. We think the results speak for themselves. Supporting those performances with foley, visualisations and art is the major task ahead of us now.