WE ARE LIVE IN ANAHEIM, AND I AM EXTREMELY EXCITED FOR THIS NEXT
SEGMENT BECAUSE IT'S FOR A GAME I HAVE BEEN DYING TO TALK ABOUT,
TO GO CRAZY ABOUT.
AND THAT IS FIREWALL ZERO HOUR.
IT WAS JUST ANNOUNCED YESTERDAY HERE AT PlayStation EXPERIENCE
IN THE OPENING PRESENTATION FRIDAY NIGHT.
GENTLEMEN, THANK YOU SO MUCH FOR JOINING US.
>> THANK YOU.
>> WE HAVE THE MINDS BEHIND THE GAME.
THERE'S TWO OF THEM.
I WILL TELL YOU WHAT I THOUGHT ABOUT FIREWALL ZERO HOUR, I GOT
A CHANCE MAYBE AN HOUR AGO.
I GOT TO SAY THIS GAME -- SO THIS IS -- LET'S JUST SET IT UP
A LITTLE BIT.
THIS IS A 4V4 TACTICAL FIRST-PERSON SHOOTER.
IT'S EXCLUSIVE TO PlayStation VR.
COMING OUT THE MOST IMPRESSIVE VIRTUAL
REALITY GAMES I HAVE EVER PLAYED.
>> HECK, YEAH.
>> YOU CAN PLACE WITH DUAL SHOCK 4, THE PlayStation AIM
CONTROLLER, EITHER ONE.
I PLAYED WITH THE AIM CONTROLLER.
IT WAS ACTUALLY -- IT WAS JUST SO IMMERSIVE.
IT WAS INCREDIBLE.
SO TEAM OF FOUR.
WE WERE ATTACKING.
AND THEN THERE WAS A TEAM OF FOUR DEFENDING.
YOU'RE SORT OF CREEPING -- IT HAS A MORE REALISTIC PACE AS YOU
GUYS KNOW.
I WILL SIT HERE AND TALK ABOUT YOUR GAME.
YOU WILL SIT THERE AND NOD.
WHAT A GAME!
IT'S REALLY, REALLY AWESOME.
I LOVED WHAT I PLAYED.
AND I JUST -- I WANT TO CELEBRATE THAT, THAT WE'VE GOT
SOMETHING REALLY SPECIAL HERE I THINK WITH FIREWALL.
THAT'S MY LITTLE PREVIEW, MY FIRST HANDS-ON IMPRESSIONS.
>> THAT'S AWESOME.
>> NO, JUST SAYING -- >> WE HAVE BEEN WORKING REALLY
HARD ON THIS GAME FOR MANY -- WELL, PROBABLY SINCE ABOUT APRIL
THIS YEAR.
AND IT STARTED WITH -- SORRY, I'M A LITTLE HOARSE, I HAVE BEEN
TALKING ABOUT THE GAME ALL DAY.
>> WE'RE ALL AT THE SAME PLACE RIGHT NOW.
>> IT STARTED WITH, YOU KNOW, WE HAVE THIS TEAM, THIS AMAZING
TEAM.
AND WE DIDN'T KNOW WHAT WE WERE GOING TO MAKE BUT WE KNEW WHO WE
HAD AS A TEAM AND WE KNEW WHAT -- WE KNEW WHAT VR NEEDED,
IN OUR OPINION.
AND THAT IS A VERY REALISTIC FIRST-PERSON SHOOTER THAT HAS
TRUE LOCOMOTION IN IT.
AND A LOT OF OUR TEAM IS -- WE'VE MADE TONS OF CALL OF
DUTIES, SOME OVERWATCH, HALO.
IT'S IN OUR BLOOD.
>> THIS IS LIKE SHOOTER VETERANS ON THIS TEAM.
I LOVE THAT BECAUSE THIS IS, IN MANY WAYS, WHEN I WAS PLAYING
THIS, I PLAYED THREE MATCHES.
REMEMBER, I WAS LIKE I WANT TO PLAY MORE AND YOU WERE LIKE, YOU
GOT TO STOP.
[ LAUGHTER ] THIS FEELS TO ME ALMOST LIKE THE
NEXT GENERATION OF FIRST-PERSON SHOOTERS.
I FELT LIKE WE WERE BREAKING THROUGH TO SOMETHING NEW.
I LOVE THE GENRE.
BUT WE SEE IT A LOT, RIGHT?
THERE'S A LOT OF FIRST-PERSON SHOOTER CAMES OUT THERE.
THERE'S A LOT OF GREAT ONES.
THEY ALL SORT OF TACKLE THE NEW FRESH GAMEPLAY PERSPECTIVE IN
DIFFERENT WAYS.
THEY LAYER ON MORE RPG.
THEY LAYER ON MORE STORY, MORE UNIQUE UNIVERSE.
MECHANICALLY THIS IS GAME IS VERY, VERY INTERESTING.
TELL ME A LITTLE BIT ABOUT HOW YOU GUYS ARE COMING AT THAT.
>> SO I THINK THE REAL OPPORTUNITY WE HAD HERE IS TO
WORK WITH THE AIM PREVIOUSLY.
WE WERE MESSING AROUND WITH THE AIM AS WE WERE PORTING.
THAT'S COMING IN 2018.
WE ACTUALLY HAD TO PUT THAT ON HOLD IN ORDER TO WORK ON THIS.
[ LAUGHTER ] BUT WE STARTED MESSING AROUND
WITH THAT, AND WE REALLY STARTED FEELING LIKE THIS IS -- THIS IS
THE CONNECTION.
IT'S OKAY HAVING TWO SEPARATE CONTROLLERS BUT HAVING THIS
CONNECTION THAT YOU ARE HOLDING THIS THING, IT JUST CHANGES
EVERYTHING.
WE STARTED PUTTING TOGETHER THIS IDEA AND COMING UP WITH LITTLE
PLAY TESTS AND VERY QUICKLY WE'RE LIKE, THIS IS WHAT IT'S
MADE FOR.
THIS IS WHAT WE'VE BEEN WAITING FOR.
>> I THINK OUR ORIGINAL PROTOTYPE AND INTEGRATION OF THE
AIM WAS LESS THAN A WEEK.
>> INTERESTING.
>> WOW.
>> LET'S JUST QUICKLY TALK ABOUT THE CONTROL SCHEME.
WE'RE SEEING SOME GAMEPLAY HERE.
THIS IS EARLY GAMEPLAY OF FIREWALL ZERO HOUR.
IF I SAY FIREWATCH, MY DEEPIST APOLOGIES.
>> I SAY FIREWATCH.
>> IT'S A TERRIFIC GAME.
>> I SAY FIREWATCH EVERY DAY.
>> I AM WRITING A BLOG RIGHT NOW AND THE WHOLE DANM THING SAYS
FIREWATCH.
I WANT TO TALK ABOUT HOW THE CONTROLS WORK BECAUSE I THINK
IT'S IMPORTANT.
YOU GOT YOUR TRADITIONAL FPS MOVEMENT CONTROLS, I DON'T KNOW
IF YOU CALL IT ON THE FRONT ANALOG STICK, YOUR HAND IN THE
FRONT.
YOU HAVE GOT KIND OF A QUICK-TURN ANALOG STICK ON THE
BACK.
THAT'S WHAT YOU USE TO MAKE THE SORT OF LARGE ADJUSTMENTS TO
YOUR AIM.
HEY, SOMEBODY IS BEHIND ME, YOU FLICK YOUR THUMB AND SUDDENLY
YOU SPIN AROUND.
>> WE TURN THE PLAYER IN INCREMENTS.
>> EXACTLY.
>> WHICH IS KIND OF A COMMON THING IN VR.
>> YEAH.
>> BUT IT WORKS VERY DIFFERENTLY WITH OUR GAME BECAUSE WE HAVE
TRUE LOCOMOTION.
>> EXACTLY.
SO YOU ADD IT ALL UP AND YOU'VE GOT THE FREEDOM OF MOVING THAT
AIM CONTROLLER AROUND.
YOU'RE MAKING -- I MEAN, IT'S JUST -- IT BASICALLY FEELS LIKE
YOU HAVE ALL THIS PRECISION AND CONTROL AROUND YOU.
SO YOU FEEL LIKE HAVE YOU A GREAT SENSE OF THE SPACE AROUND
YOU.
I THOUGHT THAT WAS SOMETHING REALLY INTERESTING AS WE WERE
PLAYING.
WE WERE NOTICING THAT PEOPLE PLAY THIS GAME DIFFERENTLY THAN
THEY PLAY A TRADITIONAL BE IT A RAINBOW 6 OR WHATEVER IT MIGHT
BE.
PEOPLE ARE HIDING IN MUCH SNEAKIER PLACES BECAUSE YOU HAVE
THAT FREEDOM OF MOVEMENT IN A WAY THAT YOU CAN'T NECESSARILY
GET IN A TRADITIONAL FIRST-PERSON SHOOTER.
>> THAT'S ALSO ENHANCED BY THE WAY VR ACTUALLY MAKES YOU FEEL.
>> YEAH.
>> YOU'RE LIKE IN THAT PLACE.
>> YEAH.
>> NOT JUST PLAYING IT, BUT YOU'RE ACTUALLY -- WELL, NOT
ACTUALLY, YOU'RE AS CLOSE AS YOU CAN GET TO BEING THERE.
AND THE WAY THAT THAT MAKES YOU FEEL, IT AMPLIFIES FEAR,
ADRENALINE.
>> YES.
>> EXCITEMENT, YOU KNOW, THE WHOLE THING.
SO THAT REALLY WORKS WHEN YOU ARE CREEPING AROUND LIKE THAT.
GO AHEAD.
>> IT'S ALSO REALLY IMPORTANT THAT PEOPLE PICK IT UP AND PLAY
IT STRAIGHT AWAY.
THERE'S LOTS OF THINGS GOING ON THERE THAT MAKE THAT HAPPEN.
SO THE AIM IS BASICALLY -- THE PlayStation CONTROLLER, IT'S
LIKE BROKEN IN HALF AND THEN THE PIECES MOVE TO HERE.
SO IT'S EXACTLY THE SAME CONTROLS THAT YOU HAVE.
THAT WAS REALLY IMPORTANT TO KEEP SHOOTER CONTROLS THAT
PEOPLE KNOW.
THE BUTTONS DO THIS.
>> VERY FAMILIAR.
>> NOW THEY DO EXACTLY THE SAME THING, THEY ARE JUST KIND OF
STRETCHED OUT.
PEOPLE JUST JUMPING STRAIGHT AWAY AND THEY ARE VERY FAMILIAR
WITH THE GAME.
>> FUNNY STORY ABOUT THAT IS THAT WHEN WE WERE COMING UP WITH
THE CONTROL SCHEME, I WAS LIKE, NO, NO, YOU GOT TO DO IT
DIFFERENT.
HE'S LIKE, NO, YOU DON'T UNDERSTAND.
THIS IS -- IT NEEDS TO BE LIKE THIS AND WE ARGUED ABOUT IT FOR
A LITTLE BIT.
>> I GOEST ARGUMENT -- BIGGEST ARGUMENT WE EVER HAD.
>> PRETTY GOOD ONE.
>> VOICES GOT RAISED.
>> LET ME DESCRIBE A SEQUENCE.
THIS IS ONE OF THE THINGS I'M WRITING IN MY ARTICLE.
THE LEVEL THAT WE PLAYED ON IS THIS SORT OF SPRAWLING MANSION.
IT'S DARK AND SPOOKY, IT'S SHADOWY.
YOU ARE SORT OF CREEPING ROOM TO ROOM WITH YOUR SQUAD,
COMMUNICATING OVER VOICE.
I DON'T SEE ANYTHING HERE.
THEY MIGHT BE UPSTAIRS.
YOU ARE WHISPERING BACK AND FORTH.
IT IMMEDIATELY WORKS IN A WAY I HAVE NEVER ACTUALLY DONE IN
TRADITIONAL FPS GAMES.
THERE'S THE METHODICAL PACING OF THE GAME.
YOU ARE CREEPING AND LOOKING.
IT FEELS LIKE THIS WEIRD CAT AND MOUSE GAME AND YOU ARE NOT
REALLY SURE WHERE EVERYBODY IS.
YOU TURN ON A FLASHLIGHT, IT CASTS SHADOWS.
IT'S VERY ATMOSPHERIC.
YOU ARE SNEAKING YOUR WAY THROUGH.
AND THEN WE WERE PASSING A STAIRWELL AND THIS GUNFIRE JUST
STARTED POURING DOWN ON US AND I SPUN AROUND AND EMPTIED MY
SHOTGUN AT THE FIGURES THAT WERE FLEEING AROUND THE CORNER.
THAT IS NOT THE KIND OF ENGAGEMENT THAT I AM USED TO
HAVING MANY A TRADITIONAL FIRST-PERSON SHOOTER.
THAT'S WHAT GOT ME SO EXCITED.
>> YOU HAVE THOSE MOMENTS.
IT'S FUNNY YOU SAY THAT.
WHEN I THINK ABOUT HAVING THOSE KIND OF MOMENTS IN SHOOTERS, I
THINK BACK TO EARLY RAINBOW 6.
>> YEAH.
>> ALWAYS.
AND WE LOOK AT RAINBOW 6 AS A HUGE INFLUENCE ON THIS GAME
BECAUSE THAT'S WHAT WE LOVE TO PLAY.
>> IT'S A BRILLIANT SERIES.
THEY ARE SUPER TALENTED FOLKS.
THEY DO A GREAT JOB.
THIS WITH VR, WITH THE TOOLS THAT YOU'VE GOT, BEING ABLE TO
THROW FLASH BANGS.
BEING ABLE TO FLOW GRENADES, HAVING ALL THE TOOLS OF THE
TRADE.
RYAN, SURELY YOU HAVE SOMETHING YOU WANT TO SAY.
>> I DO ACTUALLY.
THANKS, SID.
[ LAUGHTER ] OF COURSE.
I JUST WANTED -- IT WAS SOMETHING YOU TOUCHED ON EARLIER
WHICH I WOULD ACTUALLY LIKE TO CIRCLE BACK TO, WHICH IS THE
FEELING OF IMMERSION YOU GET IN VR.
TO ME, THAT'S NOT JUST A FEELING, IT ALSO ADDS A WRINKLE
TO GAMEPLAY.
IN A TRADITIONAL SHOOTER, YOU HAVE POSITIONING OF YOUR TEAM,
WEAPON CHOICE, STRATEGY, FLOW OF COMBAT.
BUT NOW YOU'RE ADDING ON AN ACTUAL HUMAN ELEMENT TO YOUR
GAMEPLAY WHICH IS, AS YOU GUYS REMARKED, FEAR, UNCERTAINTY,
LIKE SPACIAL AWARENESS.
THESE ARE THINGS THAT ARE HUMAN THINGS TO EXPERIENCE IN A
SITUATION THAT YOU ARE PUTTING INTO A DIGITAL SPACE WHICH WAS
ONCE ALMOST DEVOID OF THOSE THINGS.
IS THAT SOMETHING YOU CAN INTENTIONALLY PLAY WITH AS
DESIGNERS?
>> YEAH.
I MEAN, I ALWAYS TELL THE STORY, REALLY QUICKLY.
WE HAD A GUY COME IN FOR A PLAY TEST.
AND HE WAS PLAYING THE SAME LEVEL THAT YOU PLAYED.
AND HE WAS WITH A TEAM, AND HE GOT FREAKED OUT.
AND HE STARTED SHAKING IN REAL LIFE.
AND LITERALLY AFFECTED THE WAY HE COULDN'T PERFORM IN THE GAME
UNTIL HE LIKE STEELED HIMSELF AND, LIKE, GOT IT TOGETHER.
AND THAT'S EXACTLY WHAT YOU'RE TALKING ABOUT.
>> GREAT EXAMPLE IS WHEN I WAS ONLY DOING IT -- FOR WHATEVER
REASON, I KEPT FINDING MYSELF ON THE ATTACKING TEAM.
AT ONE POINT I WAS LIKE, I'M JUST GOING TO GO RIGHT THROUGH
THOSE FRONT DOORS.
I HAVE GOT A SHOTGUN.
I WILL BLOW ANYTHING AWAY THAT STANDS IN FRONT OF ME.
>> GOOD LUCK WITH THAT.
>> YOU KIND OF HAVE TO BE LIKE, GULP.
THERE'S AN INTENSITY TO IT.
IT'S CONCENTRATED IN A WAY THAT, YOU KNOW, I THINK SPRINTING DOWN
CORRIDORS AND SPRAYING SMGs AND STUFF, THAT'S GREAT.
I LOVE GAMES LIKE THAT.
THIS GETS IT BACK TO BASICS IN A WAY THAT I THINK COMPETITIVE
SHOOTER FANS WILL FLIP OUT FOR.
IT'S BEEN A LONG TIME SINCE I PLAYED A COMPETITIVE GAME THAT'S
GOTTEN ME THIS EXCITED.
>> THAT'S SO AWESOME TO HEAR.
>> REFRESHING.
>> SUPER REFRESHING.
>> I HAVE ANOTHER QUESTION.
WE HAVE TO DOUBLE BACK TO.
YOU GUYS JUST MENTIONED YOU MAYBE
HAD A RAISED-VOICE ARGUMENT ABOUT DESIGN DIRECTION.
HOW AS A TEAM DO YOU RESOLVE THINGS LIKE THAT?
LIKE, HOW DID YOU ACTUALLY FIND A CONSENSUS?
DID YOU JUST HAVE A SPARRING MATCH IN THE MIDDLE OF THE
OFFICE?
[ LAUGHTER ] >> FISTS OR CUFFS?
>> GAMES ARE SO COLLABORATIVE.
>> THEY ARE.
EVERYBODY HAS THEIR SAY IN OUR STUDIO.
EVERYBODY HAS THEIR INPUT.
AND WE -- WE TEST IT AS MUCH AS WE CAN, RIGHT?
WE TAKE SOMEONE'S IDEA AND, OKAY, WE'LL TEST IT AND SEE IF
IT WORKS.
PROOF IS IN THE PUDDING.
WHEN WE PLAY IT PROVE IFS IT WORKS OR NOT.
THIS ONE WAS A DIFFICULT ONE BECAUSE IT WAS REALLY A PERSONAL
PREFERENCE.
I MEAN, WE WEREN'T MESSING AROUND WITH PROTOTYPES.
ADAM HAD GOTTEN USED TO A CERTAIN BUTTON BEGINNATION AND I
HAD, TOO.
WHEN I LOOKED AT THIS LOGICALLY HAS TO GO LIKE THIS.
I STAND BY THIS.
THIS IS GOING TO BE THE RIGHT DECISION.
AND I TRAINED MYSELF TO DO IT.
AND ADAM WAS LIKE, I LIKE THE OTHER WAY.
IT WAS THAT KIND OF THING.
AND I -- VERY RARELY WILL BE LIKE WE HAVE TO DO IT LIKE THIS.
>> WE HAVE BOTH BEEN DESIGNERS FOR A LONG TIME.
AND I WAS JUST SO WRONG.
I WAS JUST SO WRONG.
>> HE DOESN'T SAY THAT VERY OFTEN.
>> WE HAVE TO SAY THAT IN LIFE SOMETIMES.
>> IT MAKES IF A GOOD PARTNERSHIP.
IT'S ALSO, LIKE, OUR STUDIO IS VERY SMALL, SMALLISH.
WE ONLY HAVE 30 PEOPLE AND IT IS A FAMILY.
AND IT'S KIND OF UNLIKE ANY PLACE I HAVE EVER WORKED BEFORE
BECAUSE EVERYONE MATTERS AND EVERYONE COUNTS.
IT JUST -- WE HAVE A LOT OF REALLY TALENTED VR DEVELOPERS ON
OUR TEAM AND WE DON'T REALLY EVER HAVE ARGUMENTS LIKE THAT
BECAUSE THINGS JUST WORK OUT.
>> WE FIGURE IT OUT.
RYAN, TO ANSWER YOUR QUESTION, THEY FIGURED IT OUT.
>> THAT'S WHAT ALWAYS REALLY INTERESTS ME BECAUSE I THINK
WHEN PEOPLE PLAY A VIDEO GAME, THEY ARE SEEING THE FINISHED,
COHESIVE -- IDEALLY COHESIVE FINAL PRODUCT.
BUT IT REQUIRED A LOT OF DECISIONS, ARGUMENTS,
CONVERSATIONS.
>> SACRIFICES.
>> SACRIFICES.
THINGS THAT HAVE TO HAPPEN ALONG THE WAY TO GET YOU TO THAT
POINT.
>> ESPECIALLY WITH THIS, IN THE PAST YOU'VE GOT A CONTROLLER AND
THERE'S A CONTROL SCHEME, LIKE I WAS SAYING, THAT PEOPLE ARE USED
TO IT.
>> RIGHT.
>> BUT THIS NEW AIM THING THAT WE'RE USING, THERE'S NO RULE
BOOK.
AND WITH VR IN GENERAL THERE'S -- A LOT OF TIMES
THERE'S NO RULE BOOK.
SO WE HAVE TO KIND OF WRITE IT AS WE GO AND BE LIKE, WE HOPE
THIS IS THE RIGHT WAY TO DO IT.
AND THEN WE JUST DECIDE, OKAY, WE'RE GOING TO STICK TO THIS AND
HOPEFULLY THAT'S WAYS GOING TO WRITE THE RULES OF THE FUTURE.
>> THINKING ABOUT IT NOW, I MEAN, I JUST DON'T EVEN KNOW
WHAT I WAS THINKING.
BUT, YOU KNOW, TODAY IS THE FIRST TIME ANYONE HAS PLAYED OUR
GAME.
>> AND HE WAS RIGHT, IT WORKS.
>> AND WHAT I'M HEARING, WORD ON THE STREET IS IT'S GETTING SOME
THUMBS UP.
>> WORD ON THE STREET.
>> IT'S DEFINITELY GETTING THUMBS UP.
LET ME ASK YOU A DOWN AND DIRTY QUESTION HERE.
WHAT WE'RE PLAYING IN THIS EARLY, YOU KNOW, DEMO THAT YOU
FOLKS HAVE PUT TOGETHER AND IT SOUNDS LIKE YOU PULLED THIS
THING TOGETHER RELATIVELY QUICKLY WHICH IS IMPRESSIVE,
YEAH?
THUMBS UP.
GOOD JOB.
>> THANK YOU.
>> IT'S FUN.
I'M HAVING MORE FUN WITH THIS THAN I HAVE HAD WITH SOME GAMES
THAT HAVE SHIPPED.
BUT WHAT I WILL TELL YOU IS, YOU KNOW, PLAYING IT AND I THINK
THERE WERE THREE CLASSES.
THERE WAS SORT OF AN ASSAULT RIFLE CLASS, A SHOTGUN CLASS, A
SMG, A SILENCE SMG CLASS.
ARE WE GOING TO GET A FULL COMPLEMENT OF WEAPONS,
ATTACHMENTS.
>> ABSOLUTELY.
>> ALL THAT GOOD STUFF?
>> ABSOLUTELY.
>> YES.
>> OKAY.
THAT MAKES ME VERY HAPPY.
THAT'S THE FIRST QUESTION.
SECOND QUESTION, JUST BECAUSE IT'S ALWAYS FUN WHEN YOU ARE
PLAYING A MULTIPLAYER BASED SHOOTER LIKE THIS TO HAVE
PROGRESSION ON YOUR CHARACTER.
AM I GOING TO BE LEARNING XP OR LEVELING UP OR DOING THINGS LIKE
THAT THAT WILL KEEP ME COMING BACK?
>> YES.
>> OH!
>> SID, NO, WE'VE LOST CONTROL!
>> I'M SERIOUSLY SUPEREXCITED FOR THIS GAME.
>> DO YOU WANT TO ASK US ABOUT MAPS?
>> HOW MAPS?
WHAT ABOUT MAPS?
>> THERE WILL BE MAPS. 2 TELL MU DESIGNED MAPS.
I'M HORRIBLE WITH NAVIGATION IN REAL LIFE.
I NEED A GPS TO WALK DOWN THE STREET.
BUT IN VR, I'M THE WORSE EVER IN VIDEO GAMES BECAUSE THEY'RE SO
ILLOGICAL A LOT OF TIMES.
IT'S BEST FOR THE GAMEPLAY BUT THE SPACE YOU'RE IN DOESN'T MAKE
ANY REAL SENSE IF YOU THINK ABOUT IT.
IN VR IT'S A LITTLE DIFFERENT, ISN'T IT.
>> YES.
>> SO TELL ME WHAT IT'S LIKE TO DESIGN A MULTI PLAYER BASED MAP
THAT FEELS RIGHT BUT IS ALSO A GOOD BALANCE FOR FOR A MULTI
PLAYER SHOOTER.
>> THAT'S WHERE OUR GUYS REALLY STRENGTH COMES INTO IT.
SO WE'VE GOT 10-15 YEARS OF EXPERIENCE DESIGNING
MULTI-PLAYER MAPS BEHIND US.
WE PUT A LOT OF THOSE ROLES INTO THIS.
WE HAVE DIFFERENT FRANK ROUTES YOU CAN TAKE.
EVERYTHING IS REALLY CAREFULLY THOUGHT OUTMENT WE PLAY TEST
EVERYTHING AS WHITE BOXES FOR WEEK AND WEEKS UNTIL WE GET IT
RIGHT AND THEN IT GETS LOCKED INTO PLACE FOR THE TEAM TO COME
IN.
SO THERE'S THE LOCATIONS ARE -- ALSO KIND OF SMALLER.
THEY'RE NOT LIKE GIANT MAPS BECAUSE IT'S 4 ON 4.
>> THE PACING IS A LITTLE METHODICAL.
YOU'RE CREEPING AROUND, YOU'RE NOT RACING DOWN HALLWAYS.
>> EXACTLY.
SO PEOPLE JUMP IN AND SAY I WANT TO RUN FAST.
I WANT TO SPRINT.
WE'RE LIKE NO.
BECAUSE IF YOU DO THAT, YOU RUNOFF FROM YOUR TEAM, YOU'RE
GOING TO GO DOWN AND IT'S GAME OVER.
PEOPLE VERY QUICKLY LEARN ONE OR TWO ROUNDS OKAY, I'M STICKING
WITH MY TEAM AND WE'RE GOING TO CREEP AROUND THIS CORNER BECAUSE
IF I TAKE A HIT, IT'S DANGEROUS STUFF.
>> WHEN YOU PLAYED, YOU DIDN'T EVER EXPERIENCE THIS BECAUSE YOU
WERE DOING SO WELL.
BUT WHEN YOU GET HIT, YOU GO DOWN AND TEAMMATES CAN REVIVE
YOU AND KEEP YOU IN THE GAME.
AND ALL OF THAT COMES INTO THAT AND THAT ALL GOES INTO THE
DESIGN OF EVERY LEVEL.
>> AND THERE'S SOMETHING ABOUT THIS GAME.
LIKE WHEN I GAY, I AM NOT -- PLAY, I'M NOT GREAT AT
MULTI-PLAYER COMPETITIVE SHOOT ERS, I STILL PLAY THEM AND
I HAVE FUN WITH THEM.
I ALWAYS PLAY CALL OF DUTY AND STAR WARS AND EVERYTHING OUT.
IN THIS GAME I FOUND MYSELF IMMEDIATELY DOING PROPER TACTICS
I INSTINCTIVELY KNEW TO FLANK AND I NEVER KNEW TO DO THAT IN
FIRST PERSON SHOOTERS, I RUN IN THERE AND GET THEM AND THEN I
DIE.
IN THIS ONE IT FEELS DANGEROUS, YOU'RE TIPTOEING AND YOU'RE LIKE
I FEEL LIKE THEY'RE IN THERE.
MY GUYS ARE GOING THIS WAY.
YOU CAN SEE THROUGH THE WALL TO SEE WHERE YOUR TEAMMATES ARE AND
THAT'S GREAT.
I'M GOING CATCH THEM BY SURPRISE YOU'RE GOING TO DO A PINKER
PINCHER MODE ON THEM.
>> YOU PICKED IT UP RIGHT AWAY.
SO WHEN WE FIRST STARTED CONCEIVING THIS GAME, IT WAS YOU
KNOW THE INFLUENCES WERE KIND OF STRATEGIC TEAMWORK OF THE
RAINBOW 6 SERIES AND THE CHARACTER PROGRESSION OF THE
FIRST MODERN WARFARE GAME AND THE MASS APPEAL AND PICKUP AND
PLAY OF BATTLEFRONT SERIES.
THAT'S HOW WE DO THE GAME AND YOU'RE HITTING ALL THOSE THINGS.
>> GREAT JOB.
GREAT JOB.
WE'RE OUT OF TIME, I WAS ENTHUSIASTIC AND DOING THAT.
FIREWALL COMING NEXT YEAR, I WANT TO PLAY MORE.
GREAT JOB GUYS, COME TO PLAYSTATION VR 2018.
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