Conker
BAD FUR DAY COMMENTARY
3 mois après la seconde partie voici enfin la troisième du Gameplay commenté de Conker Bad Fur Day par Christopher Seavor et ses potes ex-membres de Rare. C'est comme certains bonus DVD où les acteurs ou réalisateur commentent le film sauf que là ce sont les créateurs du jeu qui commentent avec Conker en toile de fond.
Christopher Seavor sera rejoind par Robin Beanland, Christopher Marlow, Mark Betteridge et Shawn Pile de l'ancienne équipe de Rare tout au long de ce commentary. Le Rare de la belle époque réuni pour des vidéos entre potes autour de quelques verres d'alcool avec des dossiers top secret comme par exemple la suite qui ne sortira jamais mais qui avait été scénarisé du début à la fin !
Retranscription des passages les plus marquants des 6 seconds épisodes par Daniel Duncan du site Rare fandabase :
Part Seven Featuring Chris Seavor, Chris Marlow And Shawn Pile
Louise Ridgeway was the only female on the Conker team for quite sometime.
The camera was a pain to implement. It relied a lot on fixed views.
The camera was completely rewritten by Marlow for Live & Reloaded. Gave players more freedom to control where they wanted the camera to be.
Conker’s Bad Fur Day’s camera was a copy of Super Mario 64′s.
Part Eight Featuring Chris Seavor, Chris Marlow And Shawn Pile
Gregg the Grimm Reaper was based on Gregg Mayles.
Over 2,000 animations just on Conker.
They would allow the animators to do things on their own to “practice on their strengths”.
Giving developers freedom to do things really payed off.
Everything has to have a sense of logic to it.
The idea behinds Conker’s in-game death was that he was really dead. It wasn’t to be taken as just some “stupid gaming convention”.
It was difficult and expensive to get the animations on Conker’s tail to work properly.
They used Halo type controls for any weapons in Live & Reloaded.
Part Nine Featuring Chris Seavor, Chris Marlow And Shawn Pile
Frankie the Pitchfork walks rather than hops when moving slowly.
In the fight against the first boss, the pipes were made “transparent” in Live & Reloaded to allow better viewing.
Some timing for the first boss fight was stretched out in Live & Reloaded to make the battle easier.
The cutscene at the end of the first boss fight was the first movie parody in the game. It was this parody that led the team to do more.
Part Ten Featuring Chris Seavor, Chris Marlow And Shawn Pile
They had four lights which required the microcode to be rewritten.
There were two chips on the Nintendo 64. One called the DP and the other a micro-coded SP chip.
Nobody outside of the development team new that the SP chip existed at the time.
From atop the tank in the Barn Boys chapter, you can see all the areas in the game you can get to in the backdrop.
The water in the tank is empty because it actually all poured down into the room where the first boss fight took place.
Spent weeks optimizing the memory to load the previously mentioned backdrop.
Part Eleven Featuring Chris Seavor, Chris Marlow And Shawn Pile
The dev team was 50% veterans and 50% new.
Technically, for what it was, Killer Instinct Gold was as good as it could have been.
Nintendo’s Seal of Approval was incredibly hard to get.
Part Twelve Featuring Chris Seavor, Chris Marlow And Shawn Pile (Begins At 6:20)
It would take 2-3 minutes to make a single change to the game. Marlow rewrote some code to fix that, reducing the time to 3 seconds.
posted the 09/25/2013 at 04:37 PM by
cuthbert
Merci pour vos votes Dx93 et Diablass59
Autant ils ont assuré en créant le jeu autant ils ne jouent vraiment pas bien même si on peut le comprendre vu qu'ils discutent en même temps. Comment peuvent-ils avoir oublié certains mécanismes aussi?
Merci pour vos votes Cosmo777 et Milo42