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https://www.geek.com/games/the-complete-package-an-interview-with-the-developers-of-outriders-1818965/?source


Last week, Square-Enix revealed new gameplay footage and details about the upcoming Outriders. Though functionally a looter shooter, this next-gen title distinguishes itself by being a story-centric experience first and foremost. Ignoring the Games-as-a-Service [GAAS] model seen in similar titles, Outriders promises to give players a complete game at launch. People Can Fly have sunk many years into this project. Based on my hands-on time with it, Outriders has the potential to be a massive next-gen success.

While at the Los Angeles-based event where I played the game, I had the chance to chat with Game Director Bartek Kmita and Lead Writer Joshua Rubin. During our discussion, I asked the two about Outriders’ origins and its focus on story and characters. I also delved into character customization, multiplayer, and how the studio plans to handle potential DLC.

What was the inspiration for Outriders? What made you want to create this type of game?

Kmita: I already had the idea for Outriders when I spoke with Epic about it. I told them and my team about it and they said: “Let’s do this.” There isn’t only one thing that inspired it. It came from the games and movies that already inspire me as well as aspects of my life. That’s how it came together.

Rubin: I think we take from everything we’ve seen growing up. There’s a lot of shared inspiration we all kind of dig into. Since we had the opportunity to create an IP from scratch, which is such a rare experience, we wanted to make something that would stand on its own. We wanted to create something new but also something that would hold a mirror up to humanity and the problem that is being human and try to say some weighty things.

You’ve finally shown the game to people. What do you think about their initial reactions?

Kmita: It was scary but it’s super exciting to show people what we’ve been cooking. It’s good to get feedback. We’ve been working on it for so long and objective feedback helps us know if we need to balance the gameplay since it’s such a big and complex title. Fresh eyes with different perspectives tell us what we may have to change and perhaps push things in a different direction so people can enjoy it more.

Rubin: From a story point of view, it’s amazing — watching people respond to your story and getting to wander through as people are playing. This is something you don’t get to do with a movie. You can’t wander through the audience and watch people respond out loud. That’s so cool. You just never know what people are going to bring to the experience so that’s super fascinating to watch.

Would you actually change anything in the narrative based on feedback?

Rubin: So far the reaction has been pretty positive. There’s nothing that would jump out at me that I’d want to change. We did go back in the last half-year and redid a lot of the beginning. With most games, you start at the beginning, get to the end, then go back to the beginning and think: “Oh, that’s what we were trying to do.” Thanks to Square-Enix, we had the opportunity to rethink a lot of the beginning. Now I get to see it and I think it’s some of the best work we did. I’m really excited.

Kmita: We know there are people who will not like some aspects but we won’t change much if anything. We want the game to be like this. Our hero is not a guy in shiny armor or a tough mercenary who had a lot of problems in his life. We are not creating a game about saving princesses. If someone is looking for that kind of experience… sorry.

We have a lot of “looter shooters” these days (The Division, Destiny, Anthem). How is Outriders going to distinguish itself from titles like these?

Kmita: We’re old enough to take inspiration from the original Diablo. For Outriders, development began before those games you mentioned came to the market. But for inspiration, I would say it’s Diablo, not other shooters. As you get deeper into the game, you’ll see how we add RPG elements (like customization) and meld them with a shooter.

Rubin: I think the balance of magic and guns is unique to this game. They’re very much equal, which is incredibly fun to play. Another major element is that it’s so story-forward. This is not a game like Destiny where you can go any direction at once. We’re telling a very powerful, character-driven linear story with an ending that we want to get to and want to blow your mind away with. Not only are there 90 minutes of cutscenes, but there are also an additional two hours of sidequest cutscenes. It’s a very expansive story and a very story-driven world.

That’s good to hear. With games like Destiny or The Division, it can feel like you’re doing random missions that aren’t connected to anything. That’s not the vibe I’m getting with Outriders. The main character actually speaks and emotes.

Kmita: It was important for us to have a character that has a personality. Playing in multiplayer, everyone will see this character as the main hero. The other players will be in the back. This was very important to us. But we’re not open world. This is a linear game that still gives you sidequests and other activities. You can even replay some previous missions.

Rubin: It’s a journey that starts with this f*cked up warzone that people have been trapped in for 30 years fighting over the few scraps that remain. Then it goes way beyond the edge of that into this journey of exploration of the world and the classic journey into the heart of darkness.

A lot of games don’t have anything substantial to say. I’m sure folks will be happy to know there’s more to Outriders than just being a shooter with crazy powers.

Rubin: This is a planet populated with the last refugees from planet Earth. It’s a world where everyone is a refugee and they’re all trying to find a way to survive together and it’s not easy because it’s not easy being human. The hardest thing is trying to see each other as humans. As long as we don’t see each other as human we will always be fighting aliens.

As you said during the presentation, this is not a GAAS title. Was this the mindset from the beginning of development or was it a reaction to all of the GAAS games out the market?

Kmita: We had this story we wanted to tell and we decided [GAAS] wouldn’t work for our game. We wanted to present a complete experience and a complete story. That’s why we’re not doing GAAS. And we don’t like loot boxes so we just said f*ck all that [laughs].

With that said, how do you plan to keep people invested in Outriders long-term if you’re delivering the full experience at launch?

Kmita: When people buy Outriders we want to give them all the endgame content to keep them engaged. If people like the game and want to stay in this world, we will create some additional content. But even now I want people to think of it as a complete product. We are really not thinking about additional content right now. The team wants to focus on developing a lot of content that people can play and replay. We’ll see where it goes.

Let’s talk co-op. One of the problems I have playing co-op games is that it’s difficult to focus on the story when you’re playing with others. Did you do anything to address this?

Kmita: Overall, the story in co-op games is very tricky. Some players will like sharing the experience together. But we are very aware some people will want to skip the cutscenes. Those who miss the cutscenes can go back and experience the story.

Rubin: One of the fun things we do is that when you’re playing with your friends, your character is the main character and your friends are in the background with all of their gear and customization. If they’re playing with you they simultaneously see the same scene with them as the main character and you’re in the background.

Outriders has characters with amazing powers and abilities. How did you balance the different powers so they weren’t too overpowered while still making you feel bad-ass?

Kmita: It was a total nightmare [laughs]. It’s a co-op game you can play online with two or three players. There are different difficulties, skills, items, and skill tree progressions. It’s super hard. That’s why we’re collecting data to see how people play. What we don’t want is bullet sponge enemies that people have to sit and shoot all day. Still, it happens so we’re trying to fix it. Overall, the balance is very complex so we’re working on this. We’re doing a lot of playtests. We’re doing our best to deliver as good a game as possible because we know unbalanced games can destroy the experience.

In the demo there were some enemies like that but it was fine because they at least had a ton of armor on them.

Kmita: They are easy to kill with skills. With guns, it’s not so easy but with skills, you can take them down fast.

What can you tell me about the guns? I noticed some were conventional and some were outlandish.

Kmita: We start with 20th-century weaponry in the beginning but the anomaly changes whatever it touches. It mostly destroys but sometimes it changes things in a good way. There are modifications that can change your playstyle and change your character. We really have a lot of crazy loot, a lot of crazy guns later in the game. It starts with typical guns but the more you progress, the more crazy and twisted weapons become.

What feeling do you want people to walk away with after playing Outriders?

Kmita: It depends on the person. Some will invest more in the story and world so we want them to enjoy this world we’ve created and enjoy the darkness [laughs]. On the other hand, we have fun gameplay that merges different elements in unique ways. After killing enemies we want you to feel powerful and feel that it was fun.

Rubin: Obviously it’s about having a lot of fun playing the game. I also think it’s about creating a world you can get deeply invested in; that there are mysteries in this world that are going to hook you — that you want to keep finding out what happens next. What is that signal out there and what is the anomaly? What the hell happened on this planet and why did it change? Why wasn’t it the planet we thought we were going to? We give you all these mysteries to delve into. And if you play all the way through, you see the resolution of these mysteries. That’s going to be very satisfying but it’s also going to f*ck with your head in ways you can’t imagine.

February 21, 2020

The Complete Package: An Interview With the Developers of ‘Outriders’

https://www.geek.com/games/the-complete-package-an-interview-with-the-developers-of-outriders-1818965/?source

Last week, Square-Enix revealed new gameplay footage and details about the upcoming Outriders. Though functionally a looter shooter, this next-gen title distinguishes itself by being a story-centric experience first and foremost. Ignoring the Games-as-a-Service [GAAS] model seen in similar titles, Outriders promises to give players a complete game at launch. People Can Fly have sunk many years into this project. Based on my hands-on time with it, Outriders has the potential to be a massive next-gen success.

While at the Los Angeles-based event where I played the game, I had the chance to chat with Game Director Bartek Kmita and Lead Writer Joshua Rubin. During our discussion, I asked the two about Outriders’ origins and its focus on story and characters. I also delved into character customization, multiplayer, and how the studio plans to handle potential DLC.

What was the inspiration for Outriders? What made you want to create this type of game?

Kmita: I already had the idea for Outriders when I spoke with Epic about it. I told them and my team about it and they said: “Let’s do this.” There isn’t only one thing that inspired it. It came from the games and movies that already inspire me as well as aspects of my life. That’s how it came together.

Rubin: I think we take from everything we’ve seen growing up. There’s a lot of shared inspiration we all kind of dig into. Since we had the opportunity to create an IP from scratch, which is such a rare experience, we wanted to make something that would stand on its own. We wanted to create something new but also something that would hold a mirror up to humanity and the problem that is being human and try to say some weighty things.

You’ve finally shown the game to people. What do you think about their initial reactions?

Kmita: It was scary but it’s super exciting to show people what we’ve been cooking. It’s good to get feedback. We’ve been working on it for so long and objective feedback helps us know if we need to balance the gameplay since it’s such a big and complex title. Fresh eyes with different perspectives tell us what we may have to change and perhaps push things in a different direction so people can enjoy it more.

Rubin: From a story point of view, it’s amazing — watching people respond to your story and getting to wander through as people are playing. This is something you don’t get to do with a movie. You can’t wander through the audience and watch people respond out loud. That’s so cool. You just never know what people are going to bring to the experience so that’s super fascinating to watch.

Would you actually change anything in the narrative based on feedback?

Rubin: So far the reaction has been pretty positive. There’s nothing that would jump out at me that I’d want to change. We did go back in the last half-year and redid a lot of the beginning. With most games, you start at the beginning, get to the end, then go back to the beginning and think: “Oh, that’s what we were trying to do.” Thanks to Square-Enix, we had the opportunity to rethink a lot of the beginning. Now I get to see it and I think it’s some of the best work we did. I’m really excited.

Kmita: We know there are people who will not like some aspects but we won’t change much if anything. We want the game to be like this. Our hero is not a guy in shiny armor or a tough mercenary who had a lot of problems in his life. We are not creating a game about saving princesses. If someone is looking for that kind of experience… sorry.

We have a lot of “looter shooters” these days (The Division, Destiny, Anthem). How is Outriders going to distinguish itself from titles like these?

Kmita: We’re old enough to take inspiration from the original Diablo. For Outriders, development began before those games you mentioned came to the market. But for inspiration, I would say it’s Diablo, not other shooters. As you get deeper into the game, you’ll see how we add RPG elements (like customization) and meld them with a shooter.

Rubin: I think the balance of magic and guns is unique to this game. They’re very much equal, which is incredibly fun to play. Another major element is that it’s so story-forward. This is not a game like Destiny where you can go any direction at once. We’re telling a very powerful, character-driven linear story with an ending that we want to get to and want to blow your mind away with. Not only are there 90 minutes of cutscenes, but there are also an additional two hours of sidequest cutscenes. It’s a very expansive story and a very story-driven world.

That’s good to hear. With games like Destiny or The Division, it can feel like you’re doing random missions that aren’t connected to anything. That’s not the vibe I’m getting with Outriders. The main character actually speaks and emotes.

Kmita: It was important for us to have a character that has a personality. Playing in multiplayer, everyone will see this character as the main hero. The other players will be in the back. This was very important to us. But we’re not open world. This is a linear game that still gives you sidequests and other activities. You can even replay some previous missions.

Rubin: It’s a journey that starts with this f*cked up warzone that people have been trapped in for 30 years fighting over the few scraps that remain. Then it goes way beyond the edge of that into this journey of exploration of the world and the classic journey into the heart of darkness.

A lot of games don’t have anything substantial to say. I’m sure folks will be happy to know there’s more to Outriders than just being a shooter with crazy powers.

Rubin: This is a planet populated with the last refugees from planet Earth. It’s a world where everyone is a refugee and they’re all trying to find a way to survive together and it’s not easy because it’s not easy being human. The hardest thing is trying to see each other as humans. As long as we don’t see each other as human we will always be fighting aliens.

As you said during the presentation, this is not a GAAS title. Was this the mindset from the beginning of development or was it a reaction to all of the GAAS games out the market?

Kmita: We had this story we wanted to tell and we decided [GAAS] wouldn’t work for our game. We wanted to present a complete experience and a complete story. That’s why we’re not doing GAAS. And we don’t like loot boxes so we just said f*ck all that [laughs].

With that said, how do you plan to keep people invested in Outriders long-term if you’re delivering the full experience at launch?

Kmita: When people buy Outriders we want to give them all the endgame content to keep them engaged. If people like the game and want to stay in this world, we will create some additional content. But even now I want people to think of it as a complete product. We are really not thinking about additional content right now. The team wants to focus on developing a lot of content that people can play and replay. We’ll see where it goes.

Let’s talk co-op. One of the problems I have playing co-op games is that it’s difficult to focus on the story when you’re playing with others. Did you do anything to address this?

Kmita: Overall, the story in co-op games is very tricky. Some players will like sharing the experience together. But we are very aware some people will want to skip the cutscenes. Those who miss the cutscenes can go back and experience the story.

Rubin: One of the fun things we do is that when you’re playing with your friends, your character is the main character and your friends are in the background with all of their gear and customization. If they’re playing with you they simultaneously see the same scene with them as the main character and you’re in the background.

Outriders has characters with amazing powers and abilities. How did you balance the different powers so they weren’t too overpowered while still making you feel bad-ass?

Kmita: It was a total nightmare [laughs]. It’s a co-op game you can play online with two or three players. There are different difficulties, skills, items, and skill tree progressions. It’s super hard. That’s why we’re collecting data to see how people play. What we don’t want is bullet sponge enemies that people have to sit and shoot all day. Still, it happens so we’re trying to fix it. Overall, the balance is very complex so we’re working on this. We’re doing a lot of playtests. We’re doing our best to deliver as good a game as possible because we know unbalanced games can destroy the experience.

In the demo there were some enemies like that but it was fine because they at least had a ton of armor on them.

Kmita: They are easy to kill with skills. With guns, it’s not so easy but with skills, you can take them down fast.

What can you tell me about the guns? I noticed some were conventional and some were outlandish.

Kmita: We start with 20th-century weaponry in the beginning but the anomaly changes whatever it touches. It mostly destroys but sometimes it changes things in a good way. There are modifications that can change your playstyle and change your character. We really have a lot of crazy loot, a lot of crazy guns later in the game. It starts with typical guns but the more you progress, the more crazy and twisted weapons become.

What feeling do you want people to walk away with after playing Outriders?

Kmita: It depends on the person. Some will invest more in the story and world so we want them to enjoy this world we’ve created and enjoy the darkness [laughs]. On the other hand, we have fun gameplay that merges different elements in unique ways. After killing enemies we want you to feel powerful and feel that it was fun.

Rubin: Obviously it’s about having a lot of fun playing the game. I also think it’s about creating a world you can get deeply invested in; that there are mysteries in this world that are going to hook you — that you want to keep finding out what happens next. What is that signal out there and what is the anomaly? What the hell happened on this planet and why did it change? Why wasn’t it the planet we thought we were going to? We give you all these mysteries to delve into. And if you play all the way through, you see the resolution of these mysteries. That’s going to be very satisfying but it’s also going to f*ck with your head in ways you can’t imagine.


February 21, 2020

Whitney Houston Is Set To Go On a European Hologram Tour

https://www.blackenterprise.com/whitney-houston-is-set-to-go-on-a-european-hologram-tour/

Whitney Houston

Whitney Houston is set to appear on the concert stage once again. Eight years after her death, a holographic Houston will go on a European tour that starts in England on Feb. 25 and runs through early April, with additional stops in Europe, Mexico, and North America to be announced at a later date, according to Billboard.

The tour will be brought to the fans by the late singer’s estate and BASE Hologram. The concert set includes a majority of her biggest hits: “How Will I Know,” “Saving All My Love For You,” “I Will Always Love You,” along with some unexpected songs, including a cover of Steve Winwood’s “Higher Love” that Houston first recorded three decades prior. The show, which was first conceived five years ago, used a body double along with hundreds of hours of Houston performances and extensive CGI synthesizing.

“We created the hologram the same way they did Carrie Fisher in the Star Wars movie Rogue One,” said Marty Tudor, CEO of BASE Hologram, which has previously revived performing versions of dead singers including Roy Orbison and Maria Callas. “It’s lengthy, it’s tedious, it’s a big, complicated process, but I think it worked.”

The concept of the performance is the brainchild of Houston herself, in at least one aspect. While on her final European tour, she had an “unplugged” section of her show, with a stripped-down band and minimal fanfare. Houston liked that so much that shortly before her death at age 48 on the eve of the 2012 Grammy Awards, she expressed a desire to one day do an entire tour that way, according to CNN.

Houston joins a list of music artists whose estates still earn money even after death. Michael Jackson, Prince, Bob Marley, and John Lennon (just to name a few) are all musicians who have earned big bucks posthumously. According to Forbes, Jackson, the King of Pop, earned an estimated $287 million from the sale of his estate’s stake in EMI Music Publishing to Sony in 2018, more than nine years after his untimely demise. Lennon, between his solo work and his Beatles oeuvre, still sells nearly 2 million albums annually.


February 21, 2020

National Museum of African American Music Is Set to Open This Summer in Nashville

https://www.blackenterprise.com/national-museum-of-african-american-music-is-set-to-open-this-summer-in-nashville/

African American History Museum

The National Museum of African American Music is on track to open in Nashville later this year. When it does, it will be the only institution dedicated to showcasing music genres created and inspired by black Americans.

In 2015, Karl Dean, who was the mayor of Nashville at the time, announced that plans would move forward to redevelop the old convention center on Fifth and Broadway into a brand-new space. In 2017, demolition started to make way for the construction of apartments, offices, retail, and the NMAAM. Nearly three years from the start of the project, the museum is nearly finished and it is expected to be completed by this summer, WRKN reports.

“The perception nationally, I think, is that Nashville is just country music. And while we love country music, I think it’s important to touch base on all the other musical genres African Americans have helped to influence,” Tamar Smithers, director of Education and Public Programs​​, said, adding it’s a story that needs to be told.

The museum will consist of more than 1,400 artifacts, seven galleries, a theater, and live music. NMAAM will educate and celebrate the influence African Americans have made on America’s music. R&B, hip-hop, soul, funk, Jazz, and Gospel are just a few of more than 50 genres and sub-genres of music that will be showcased and highlighted in the museum, integrating history and interactive technology to bring musicians of the past into the present.

African American music has a very rich history and originated from slaves during the 1600s who used songs to communicate amongst each other. In its basic form, the music was a simple rhythm, beaten out on rudimentary drums and percussion instruments fashioned from materials gathered by slaves. Back in Africa, rhythm was part of daily life and was incorporated into labor, rituals, and celebrations within the community, according to questia.com.

“We thought it was very important for us to establish having robust educational programs and initiatives well in place for the community to engage them and increase that investment well before we open,” Smithers said. “We’re still committed to ensuring we’re engaging the community and making sure we’re taking our programs outside of the museum to Nashville, middle Tennessee, and across the nation.”


February 21, 2020

I Just Knew It! 49ers Blew It!

http://www.thenerdelement.com/2020/02/08/i-just-knew-it-49ers-blew-it/

So, I was right, the Chiefs have won the Super Bowl! I predicted that the Chiefs would win 35-31 in a shootout, but the actual score was 31-20 over the 49ers. The 49ers defense was unsettled because the Chiefs saved the no-huddle and used it at the right time. I also knew that the receivers of Kansas City were going to go off because of their speed, just like Tyreek Hill and Travis Kelce did. The Chiefs’ running game did ok, and even better because of that touchdown run by running back Damien Williams. The Chief’s run defense didn’t quite stop the run, but they found a way to win and stopped the run when they needed to. Hail to the Chiefs! #autismpowered

The post I Just Knew It! 49ers Blew It! appeared first on The Nerd Element.


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