This massive 400 people supporting the studio work on the Elder Scrolls: Forgot Forgot – But you may not know they exist

Langourieux says Virtuos knows it has to be forgotten with the new engine to keep the classic RPG up to date in terms of graphics and performance, but also keeps the original engine so that veteran fans can recognize Oblivion's gameplay. As Todd Howard himself described, Bethesda is keen to forget about re-creating the “old charm.”

“We realized that one of the solutions had to be combined with the original engine with the new one. Giveruos happens to have a long experience working with Unreal,” Langourieux said. “We've done a lot of similar projects, in this combination, which is called engine pairing – we paired two engines to get the gameplay from the original engine, but the rendering and the new modern bells and whistles from the new engine. Our experience is our unreal experience, one of the things we have to bring to the table.”

At the same time, hundreds of artists were mobilized to re-create forgetting, using the “nail” forgetting artistic style, while also modernizing it. Virtuos leads the project's studio in Paris and, with the help of other Virtuos Studios, makes technical, design and artistic choices for the game. Under the direct supervision of Todd Howard, a small team monitored Virtuos' work in Bethesda.

At the peak, about 400 people were forgotten in Virtuos. This is the AAA development work that has been really spread over the years. The end result was a successful release, a video game played by more than 9 million people at this time, and a (to a large extent) an impressive fan base. Virtuos itself is part of the official Bethesda forget-re-made announcement video, which Langourieux appreciates.

“Sometimes, when you work on projects like this, you’re worried about talking about new developers because you’re worried that the new developers’ names may not resonate as well with the audience,” he said.

“They have brought us more visibility to us by supporting us very transparently and openly, putting our money in our mouths. So they appreciate it.”

Cyberpunk 2077, “Forgetful” Repair, Metal Equipment Solid Delta: Snake Eater…What's Next? As all kinds of rumors spin around more Bethesda marriages, artists can help Some descriptions of consequence repairers? Of course, Langourieux doesn't name it, but it's usually talk about Virtuos' sleeves and mocked “similar” wills in the coming years to get it back from the company.

He started saying, “I can't share the specifics, but what I can say is that you've seen our ability to big, influential remakes like Oblivion. You can expect to come out of Virtuos in the next few years. You can also expect us to be involved in expanding the lifespan of the large. These are two directions that I'm very excited about.”

But will Virtuos get out of its support bill state and make its own original IP? Langourieux seems to be happy with the current location of his company and insists that “not everyone aspires to be Rockstar.”

“We have a lot of ambitions,” Langourieux said. “We have built one of the largest and most stable game developers in our business and we intend to continue to do so. We have a very clear idea of ​​what we are good at and how to serve customers in the industry. And, with the ambitiousness to get along with it. Not everything is becoming Rockstar. Not everyone wants to be Rockstar.

Wesley is IGN's news director. Find him on Twitter via @wyp100. You can reach Wesley via [email protected] or secretly visit [email protected].



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