{"id":45155,"date":"2020-07-10T21:45:00","date_gmt":"2020-07-10T21:45:00","guid":{"rendered":"http:\/\/itteacheritfreelance.hk\/wordpress\/?guid=4fb76eb1dd750a40363ae3f175d7006f"},"modified":"2020-07-10T21:45:00","modified_gmt":"2020-07-10T21:45:00","slug":"answers-to-our-biggest-questions","status":"publish","type":"post","link":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/2020\/07\/10\/answers-to-our-biggest-questions\/","title":{"rendered":"Answers To Our Biggest Questions"},"content":{"rendered":"<p class=\"syndicated-attribution\"><meta name= \\\"keywords \\\" content= \\\"\u96fb\u5b50\u8a08\u7b97\u6a5f, \u6559\u80b2, IT \u96fb\u8166\u73ed,\u96fb\u8166\u88dc\u7fd2\uff0c \u96fb\u8166\u73ed\uff0c \u5bb6\u6559\uff0c \u79c1\u4eba\u8001\u5e2b\uff0c \u8cc7\u8a0a\u6280\u8853\uff0c \u7a0b\u5e8f\u8a2d\u8a08\uff0c \u96fb\u5b50\u8a08\u7b97\u6a5f\uff0c \u904a\u6232\uff0c \u860b\u679c\uff0c \u96fb\u5f71\uff0c \u8a08\u7b97\u6a5f\uff0c\u7de8\u78bc\uff0c Java\uff0c C\/C++\uff0c JavaScript\uff0c PHP\uff0c HTML\uff0c CSS\uff0c MySQL\uff0c mobile\uff0c Android\uff0c \u52d5\u6f2b\uff0c Python\uff0c teacher\uff0c \u88dc\u7fd2\uff0c \u96fb\u8166\u88dc\u7fd2 \u8cc7\u8a0a, \u7535\u5b50\u8ba1\u7b97\u673a, IT ,Game, apple, movie, Computer,student,Java,\u6559\u80b2, ,\u5b66\u751f, \u5b66\u4e60, learn, \u6559\u5b66,  Android, apple,anime, animation, \u4fe1\u606f\u6280\u672f, \u7a0b\u5e8f\u8bbe\u8ba1, \u79fb\u52a8\u7535\u8bdd, \u8cc7\u8a0a\u79d1\u6280,Game, Jeu, Juego,Call Of Duty ,\u4f7f\u547d\u53ec\u559a , \u6e38\u620f, \u7535\u5b50\u6e38\u620f,, \u591a\u4eba\u7535\u5b50\u6e38\u620f, \u7f51\u7edc\u6e38\u620f\uff0conline\uff0conline game, \u624b\u673a\u6e38\u620f, mobile \\\"><\/p>\n<p>  <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/07\/10\/46fde85f\/deathloop4.jpg\" width=\"800\" height=\"364\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<div class=\"game-details\">\n<div class=\"game-details-publisher\">\n\t\t\t<b>Publisher:<\/b> Bethesda Softworks\n\t\t<\/div>\n<div class=\"game-details-developer\">\n\t\t\t<b>Developer:<\/b> Arkane Studios\n\t\t<\/div>\n<div class=\"game-details-release\">\n\t\t\t\t<b>Release:<\/b><br \/>\n\t\t\t\t\t\t\t\t\t\tHoliday 2020\n\t\t\t\t\t\t\t<\/div>\n<div class=\"game-details-platform\">\n\t\t\t<b>Platform:<\/b> PlayStation 5, PC\n\t\t<\/div>\n<\/p><\/div>\n<\/p>\n<p>Arkane has made a name for itself\u00a0with the gameplay\u00a0freedom, creative abilities, and detailed worlds in\u00a0the Dishonored and Prey franchises. Now Arkane Lyon is working on a new IP called Deathloop, bringing together the studio&#8217;s\u00a0strengths with some new twists. The first-person shooter tasks you with eliminating eight targets in a single day to break a time loop. But beware! A rival assassin, who can optionally be a PVP opponent, also hunts you. Deathloop was announced at E3 2019, and we got <a href=\"https:\/\/www.gameinformer.com\/2020\/06\/11\/see-deathloops-mind-bending-gameplay-in-action\">our first look at the gameplay in action<\/a> recently. However, there\u2019s still a lot we don\u2019t know about this intriguing sci-fi experience. We recently sat down with Arkane Lyon to get some clarity on what to expect.\u00a0<\/p>\n<article class=\"embedded-entity\">\n<p>            <img decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/07\/10\/f01cdcde\/deathloop_antenna_announcestills_1559838174.jpg\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<\/article>\n<h2>On What\u2019s Different\u00a0From Past Games<\/h2>\n<p>If you watched the gameplay trailer, it was easy to see the echoes of Arkane\u2019s previous properties, especially Dishonored. When asked about what\u2019s being carried over from previous games and how Deathloop will have its own identity, game director Dinga Bakaba didn\u2019t shy away from the familiarity. \u201cSomething we are bringing back that we care a lot about is the flexibility of the gameplay, the flexibility of the worlds &#8211; the player being able to sneak past situations or go in action-heavy to find creative and intuitive solutions to challenges,\u201d he says. \u201cWe care about world-building and placing players in a world with a lot of interesting lore elements and little stories to uncover. There are also some abilities that we have in the game that you might have seen in the gameplay reveal that do resemble some that we had in the past.\u201d<\/p>\n<p>While it looks like Deathloop is speaking to the studio\u2019s strengths, Bakaba also assured us there\u2019s plenty of new lifeblood. \u201cThis project was really started on the premise of doing something different, to experiment with different concepts after eight years of doing Dishonored, he explains.<\/p>\n<p>\u201cI would say the story is more player-driven than [anything] we ever did before. You can do things in almost any order. That\u2019s something new for us. The time loop itself is something very different in terms of the structure of the game and how you approach, for instance, dying in the game. And lastly, I would say another key element that is new is the multiplayer elements. Colt is trapped in a one-day time loop and in order to escape, he has to kill eight targets before the end of the day. One of those targets actually can be played by another player. The fact that the main antagonist of the game called Julianna can be played by another player is also one of the key novelties on display here.\u201d<\/p>\n<article class=\"embedded-entity\">\n<p>            <img decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/07\/10\/49d7b826\/deathloop_colt_announcestills_1559838174.jpg\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<\/article>\n<h2>On\u00a0How Arkane Keeps The Time-Loop Structure Engaging<\/h2>\n<p>Deathloop centers on its <em>Groundhog Day<\/em>-like structure; if\u00a0you die before reaching the end of the day (or fail to meet certain objectives), you relive it until you beat all eight targets. But how does that stay interesting for a player beyond the challenge? Loops\u00a0invite repetition, and that\u2019s not always fun in games. We asked\u00a0Bakaba how the structure stays engaging for the long haul.\u00a0<\/p>\n<p>\u201cThe story progresses along with your actions and the knowledge that you piece together about the events,\u201d he explains. \u201cIt&#8217;s something that progresses iteratively, but as it progresses, the world resets. You&#8217;re really trying to solve this impossible situation by learning more about your targets and the place, and once you know something, it\u2019s knowledge you can act upon.\u201d Bakaba uses\u00a0the example of finding the code for a safe that holds important information, but it\u2019s located in another district and can only be accessed\u00a0in the morning. Obviously, you\u2019d have to wait for the day to start anew\u00a0to unearth those details and use that information.\u00a0<\/p>\n<p>The island is divided into\u00a0several districts. By entering them at different times of the day, you see different events and routines. \u201cDepending on where you are, different things happen,\u201d Bakaba says. \u201cJust exploring all the permutations of those districts through the day is something that&#8217;s exciting to do. And then starts the experimentation: But what if I do this? What happens then? Can I prevent this character from dying? Oh, wait a minute, I killed that character, but he was digging a hole, what if I don&#8217;t kill him and come back in the afternoon and then maybe this opens the passageway to something else. It is really about this clockwork; pushing a domino here, pushing a domino there, and then seeing the ripple effects.\u201d<\/p>\n<p>Bakaba also confirmed there is \u201cno such thing as a perfect day,\u201d meaning there will be some slight variations and differences each time a day resets. For instance, maybe a character wears a different color shirt, eats something different for breakfast, or begins the day in a different mood. The main events are always the same, but little details may change.\u00a0 \u201c[The experience is] more about what the player is throwing into this and how they\u2019re making it change. So there is all this exploration and then experimentation, you know, trying different things and taking a different approach.\u201d Bakaba spoke about giving players more agency to either avoid certain challenges until they\u2019re ready or just discovering different ways to approach things that might offer new or better results.\u00a0<\/p>\n<p>At the end of the day, your goal is to find \u201cthe golden loop,\u201d a way to complete this eight-target puzzle.\u00a0\u00a0How many times players repeat days before they find it will vary. \u201cHow you get to that knowledge is really freeform,\u201d he explains. \u201cEven though this is about Colt being on the clock to take out the targets before midnight, we didn\u2019t want the experience to be a race, so time in that sense is a bit abstracted. If you want to spend all your time in one district and read every note before you go on to the next day, you\u2019re welcome to do that. I am sure some players will try to make a super-optimized version of the campaign where they take fewer loops to be able to complete the game. I think that would be interesting to see what speedrunners do with this game.\u201d<\/p>\n<article class=\"embedded-entity\">\n<p>            <img decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/07\/10\/e706dcab\/deathloop_1.jpg\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<\/article>\n<h2>On Creating Cool Weapons And How Progression Works<\/h2>\n<p>Arkane has a flair with creating nifty abilities and weapons that open up different ways to pursue situations. That\u2019s not changing here. In fact, one of the big things the studio was excited for creating a first-person shooter and creating interesting guns.\u00a0<\/p>\n<p>\u201cThis is the first first-person shooter we are doing since two of our projects, Return to Ravenholm and The Crossing, never shipped,\u201d Bakaba says. \u201cSo it\u2019s been a long time and we just wanted to make really big guns that\u00a0really look awesome and have those nice toys for the player. Our approach here was to go for an arsenal that was accessible, so I would see it and immediately be able to say, \u2018Okay, that&#8217;s a shotgun, that&#8217;s a precise pistol, that\u2019s an automated assault rifle.\u2019 We wanted to have those tent poles of first-person shooters, but give them their own vibe visually in terms of gameplay. We also wanted to make a few little bit crazier weapons.\u201d Bakaba pointed to one of the guns we saw in the trailer as a good example, where you can use two guns that shoot two bullets, but can combine them into a full rifle that fires off four bullets in one burst. \u201cIt&#8217;s a nice weapon, it&#8217;s stylish, it allows us to do those cool animations when you combine the gun. It\u2019s one of my favorites.\u201d\u00a0<\/p>\n<p>As for abilities, Bakaba said to expect some familiar ones from Arkane\u2019s previous work, pointing to the shift ability, which functions similarly to Dishonored\u2019s Blink, where you\u2019re teleported to an area nearby. A new one he shared was Julianna\u2019s signature ability. \u201cColt and Juliana have a vast set of abilities and weapons that they can access, which they share for story reasons, but each has a few specificities and one of Julianna\u2019s is a power we call masquerade,\u201d he says. \u201cMasquerade allows you to take the appearance of any character on the island, any of the NPCs. You can play a mind game on Colt and make some kind of ambush. There is a number of things you can do with this power and we think it will be very exciting to see what players will do with it, especially the kinds of mind games and the kind of surprises that will arise from this.\u201d Bakaba reiterated the abilities always make sense for the character and reflect their personality in some way.\u00a0<\/p>\n<p>One part that especially has us curious is how progression works in a game where you\u2019re literally starting each day anew. \u201cWhen you&#8217;re playing through the campaign, especially in the beginning, it&#8217;s a time loop, right? So anything that you pick up whenever the day resets is gone,&#8221; Bakaba says.\u00a0&#8220;You have to really deal with the fact that this is a time loop. But somewhere in the story, there is something important that happens, and Colt finds some kind of loophole, so to speak, and he&#8217;s able to keep some of those abilities across loops. From then on, the progression becomes a bit closer to what you&#8217;d expect from a modern action\/RPG, where you can unlock those abilities. So, it&#8217;s interesting because we go through this phase where we&#8217;re really subject to the rules of the time loop, and then more and more, we start breaking those rules and Colt starts taking ownership of this world.\u201d<\/p>\n<article class=\"embedded-entity\">\n<p>            <img decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/07\/10\/6836b9a9\/deathloop2.jpg\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<\/article>\n<h2>On How The Story Is Told And The Assassins&#8217; Unique Relationship<\/h2>\n<p>The story takes you to the island of Blackreef, a mysterious, chaotic place stuck in an eternal time loop. For the inhabitants, the island is a never-ending party and breathtaking wonderland. For Colt, it\u2019s a prison \u2013\u00a0a world ruled by decadence\u00a0where the delinquents keep him captive while their party never stops. Colt must find answers to why the time loop exists and discover a way to break it, but that\u2019s only scratching the surface of this sci-fi tale. \u201cIn all of our games, we&#8217;ve been trying to toy with the concept that the world is much bigger than what you see,\u201d Bakaba teased.\u00a0<\/p>\n<p>Bakaba said Arkane wanted a really focused experience, so expect something more on the order of Prey\u2019s space station. \u201cWe are telling much less of a linear story than we did in something like Dishonored, where you would go from one place to the other and have emotional beats along the way that we could control like a blocking cutscene,\u201d he says. \u201cHere, the player will really piece together the story at their own pace. And there are a number of narrative design elements that go into supporting that; there&#8217;s\u00a0non-linearity and the fact that we have multiplayer components\u201d<\/p>\n<p>Bakaba teased\u00a0there\u2019s an element here they can\u2019t talk about, but one he could mention was the relationship between Colt and Julianna. These two are at odds. Colt desperately wants to break the time loop, since it\u2019s not the best day for him playing on repeat.\u00a0Julianna will do everything in her power to keep it going, as she sees this as the ultimate playground with no consequences. Colt and Juilianna\u2019s rival relationship is a core element of the narrative, as she\u2019s the main person you\u2019re conversing with during the adventure.<\/p>\n<p>\u201cThey talk with each other very often during the story, which is a bit reactive based on what you just did, where you are, and with what you&#8217;ve uncovered with the narrative up until now, Bakaba says. \u201cIt\u2019s a relationship that is built. Trying to draw a comparison, it&#8217;s something like you would get in something like Firewatch where you&#8217;re very often on the radio with Delilah and you have this relationship growing and taking left turns.\u201d<\/p>\n<p>Bakaba said it\u2019s a more freeform narrative, and while Arkane certainly has some new tools for how it\u2019s telling Deathloop\u2019s story, it also brings in its signature environmental storytelling that invites exploration to uncover Blackreef\u2019s deeper mysteries. \u201cI think it&#8217;s the most player-driven narrative that we&#8217;ve done in a game until now,\u201d he says.\u201d<\/p>\n<article class=\"embedded-entity\">\n<p>            <img decoding=\"async\" src=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2020\/07\/10\/006284b6\/deathloop3.jpg\" typeof=\"Image\" class=\"image-style-body-default\" \/><\/p>\n<\/article>\n<h2>On What The Eight Different Targets Bring To The Table<\/h2>\n<p>Deathloop has its own cool, retro, \u201860s-inspired world, and it\u2019s safe to say interesting people inhabit it. But what makes these eight targets special? More importantly, how do they\u00a0impact the gameplay and environments we visit?<\/p>\n<p>Bakaba\u00a0said the team will talk\u00a0more about this at a later date, but he did divulge a bit about the first target named Alexis, who was shown off in trailers. \u201cOne thing I\u2019ll say about him is he\u2019s not a very likable character, and he\u2019s hosting this crazy party at night where everyone is dressed as a wolf,\u201d he says. \u201cThere\u2019s this strict dress code to the party and figuring out which one is Alexis is definitely part of the challenge in how you approach the mission, especially the first time when you don\u2019t have any clues.\u201d<\/p>\n<p>Bakaba didn\u2019t go into specifics about the rest of the cast, but he did leave us with this on what to expect: \u201cThe only thing I can say is that we really try to have a diverse cast of targets. They are all part of a group called The Visionaries. They are the people that are responsible for the time loop &#8211; the physical anchors of the phenomenon. That&#8217;s why they have to die. We have targets that have different views and different beliefs about the events.<\/p>\n<p>&#8220;One of them might be seeing all of this as something more spiritual, or even religious to an extent. One of them will be more about seeing all this endeavor as a scientific experiment. For another one of them, it\u2019s a moral thing, where the time loop is the only way we can be free because there is no consequence. They all have different reasons for kickstarting this whole crazy program together. As we do in our games, the environments in which you find them is really a reflection of who they are and what they bring to the program.\u201d<\/p>\n<p>As you can see, Deathloop has\u00a0plenty of mysteries to uncover, and we can&#8217;t wait to see what&#8217;s in store. Hopefully, we&#8217;ll learn more in the coming months before release, but our chat certainly left us more intrigued.\u00a0What do you think so far?\u00a0<\/p>\n<hr \/>\n<p><em><a href=\"https:\/\/www.gameinformer.com\/product\/deathloop\">Deathloop<\/a> launches this holiday season for PS5 and PC.<\/em><\/p>\n\n<p class=\"syndicated-attribution\"><figure class= \\\"wp-block-image alignnone \\\"><img src= \\\"http:\/\/itteacheritfreelance.hk\/test\/wordpress\/wp-content\/uploads\/2016\/05\/logo2-2.png\\\" alt=\\\"IT\u96fb\u8166\u88dc\u7fd2 java\u88dc\u7fd2 \u70ba\u5927\u5bb6\u914d\u5c0d\u96fb\u8166\u88dc\u7fd2,IT freelance, \u79c1\u4eba\u8001\u5e2b, PHP\u88dc\u7fd2,CSS\u88dc\u7fd2,XML,Java\u88dc\u7fd2,MySQL\u88dc\u7fd2,graphic design\u88dc\u7fd2,\u4e2d\u5c0f\u5b78ICT\u88dc\u7fd2,\u4e00\u5c0d\u4e00\u79c1\u4eba\u88dc\u7fd2\u548cFreelance\u81ea\u7531\u5de5\u4f5c\u914d\u5c0d\u3002\\\"\/><figcaption>\u7acb\u523b\u8a3b\u518a\u53ca\u5831\u540d\u96fb\u8166\u88dc\u7fd2\u8ab2\u7a0b\u5427!<\/figcaption><\/figure>\r\n<\/br>Find A Teacher Form:\r\n<\/br>https:\/\/docs.google.com\/forms\/d\/1vREBnX5n262umf4wU5U2pyTwvk9O-JrAgblA-wH9GFQ\/viewform?edit_requested=true#responses\r\n<\/br><\/br>Email:\r\n<\/br>public1989two@gmail.com<br><br><br><br><br><br><br>\r\n<a href=www.itsec.hk style=color:#FFFFFF;>www.itsec.hk<\/a><br>\r\n<a href=\\\"www.itsec.vip\\\" style=color:#FFFFFF;>www.itsec.vip<\/a><br>\r\n<a href=\\\"www.itseceu.uk\\\" style=color:#FFFFFF;>www.itseceu.uk<\/a><br><\/p>","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>\t\t\tPublisher: Bethesda Softworks<\/p>\n<p>\t\t\tDeveloper: Arkane Studios<\/p>\n<p>\t\t\t\tRe&#8230;<\/p>\n<\/div>","protected":false},"author":38,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"slim_seo":{"title":"Answers To Our Biggest Questions - ITTeacherITFreelance.hk","description":"Publisher: Bethesda Softworks Developer: Arkane Studios Re..."},"footnotes":""},"categories":[18],"tags":[],"_links":{"self":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/45155"}],"collection":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/users\/38"}],"replies":[{"embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/comments?post=45155"}],"version-history":[{"count":1,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/45155\/revisions"}],"predecessor-version":[{"id":45156,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/posts\/45155\/revisions\/45156"}],"wp:attachment":[{"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/media?parent=45155"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/categories?post=45155"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/itteacheritfreelance.hk\/wordpress\/index.php\/wp-json\/wp\/v2\/tags?post=45155"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}