Okay, hello there. I hope we just started
as there is a delay. Welcome here. It seems we have like 4000 people
watching us. Which is nice. We spent last three hours
fixing our streaming device which broke after just one week of using it
for the press and this is my first broadcast as well so be nice to me becouse i don’t have a clue
how to do it. I am not very experienced in it. But anyway. What we are going to show
you is the build we showed to the publishers, which is the first quest early in the game.
And it shows all the core mechanics. So i will skip the rest of the cutscene.
Several things about this build. This build is quite old, it’s almost…
over half a year old. It’s the same build we showed
to the publishers and press. We are using it becouse
it’s the most stable build. We have a lot of new features
in newer build, but it is not 100% working.
So it would be quite buggy. At the same time it runs on
older version of CryEngine so some things like PBR
or several other features are not working and just a general reminder:
some assets and most of the animations are going to be much better so right now there
are no facial animations motion captured. And they are going to be motion captured.
The faces of the characters are also just a placeholders right now so we are working
on it. We will probably 3D scan the heads. And a lot of other details are just work in
progress right now. This quest was… This build was done to showcase our ability to
develop the open world RPG to the publishers. So it includes all the core mechanics.
The quest itself is very simple. It’s also at the beginning of the game
so you need to collect some stuff and start with first small quest. But most of the core stuff is already implemented,
icluding the first version of combat. Right now, as you can see, i see my body.
When i interact with stuff i really pick up objects or push items, open the doors and stuff. So it’s first person but it’s not a floating camera. All the time you see your character and when you are in a cutscene
you see your character as well. So basically this quest is about…
early in the game. Your hometown was burnt down by
invading army and you are saved by this girl. She took you to the mill next
to the…closest town. And your neighbours, or people
from your town who managed to survive escaped to the castle up the hill,
they were given protection from another lord. So now your liege lord and your friends are hiding behind the
walls of this city and castle. Right now you are saved
you are back and healthy again and you are going to see
your liege lord to tell him that you are back in his service. If you remember our first video update
about the world and locations, this is the same castle
we showed you in the real world. You can see that we have already
built large piece of the world. Right now there is no music as we haven’t licensed
any music we use as a placeholders. Which is awesome by the way. But we can’t play it becouse we didn’t license it.
You can see some basic NPC routines at life. Right now it’s…in the latest build
it is much better. Here you will see the first…
one of the first game mechanics. The branching dialogues. So, we have a branching dialogues
in the game which is quite normal. But what’s a little bit different is
that there are points of no return where you need to decide what
you will tell to the other characters. Here i can threaten the other guy. So in branching dialogues
i have a lot of choices and i cannot take back what i say. Most of the time when there
are some decisions to be made and you choose something you cannot take it back,
you cannot try the other option. So it works as… combat for example. If you attack someone
he will be your enemy. If you kill someone
he will disappear from the game. If you say something wrong
it will also change the relationship with that character and
you cannot take it back. Right now you can see the same castle from the video update
and we are going to see our liege lord who was given…
There are two castles in this town and one was given to your
liege lord from his friend, another lord, as a refuge since
his castle was destroyed. Around me there is a refugee camp from my hometown.
So these people are my original neighbours. And by the way all the dialogues are just temporary.
We used mostly british ex-pats who live in Czech republic. It is going to be very different.
Right now we tried… we experimented with language a little bit.
So we tried little bit of a Shakespearean language. So the language, again… we were experimenting with
different kinds of accents and we tried to use kind of
period shakespearan language. But right now it seems quite…
little bit too much. So we will work on this little bit.
In the final game it will be probably more contemporary. More current. And this is the castle where
my liege lord is living right now so i am going to introduce myself.
I am back in his service. I will probably skip parts of it becouse it is very long. So i will skip the rest of the cutscene. Basically what happens is that
some bandits attacked nearby stables and hamstrung horses. So your lord sends you there
with his men to investgate what happened. But since you are quite a poor guy,
he gave you some money to buy some armor and get a
sword from the local blacksmith. And then you will have to go to see his men
and ride with them to the stables. As i said before the facial animation, facial hair
and the character heads are just temporary. Right now they look…
in the newer build they look much better and we are still improving the technology. This is old version of the engine.
The hair and animations are just not up to the level we plan to achieve. This is… right now we are
in the town of Rattays. It’s the town ve have shown in the vide update.
It’s one of the biggest locations in the game. It is actual city that exists today.
The lower castle we have just been to is still there. The upper castle is replaced… was replaced
by chateau which is quite destroyed right now. We have shown it to you and we were in it’s dungeons.
These guys are just training here. All the buildings, everything you see, We tried to reconstruct with
as much detail and authenticity as possible. We consulted historians.
Every building should be… Well, in most cases we don’t know
which buildings were there. But at least architecturally
it should be historically accurate. And look as close to
the real world as possible. Right now my goal is to go to the shopkeeper. To the merchant to buy
a gambeson and a helmet. You can see that we have a map of the town. It’s already working. You can see the checkpoints
where i need to go. The merchant is right here. Of course the interiors look
much better with PBR lightning. But i would say they are quite nice even now.
And now i can show you our shopping. The animation you will see
right now is not final as well. So this is our shop. I need to buy an iron hat
and a gambeson as a basic armor. Right now i can show you
something about our inventory and clothing system. So you can see that we
have different categories of items. Here you can see all the items, weapons,
armor, food, quest items, other items. I need to buy iron head and gambeson.
I can sell stuff as well. And here is a checkout, like in
an online shop where i can buy stuff. Or where i can review what i
purchased before i pay for it. You can see on the character
that while i am scrolling to the items i see how will i look
when i use the object. And we have 16 different
equipable slots on every character. Plus 4 slots for weapons and
two for the rings or some jewelery. There are four layers.
So right now on the right upper corner you can see that we have
four layers on the body, we have four layers on the legs,
three layers and necklace on the head. And you really can see
that if i remove something, it changes the character. You can really see that the objects
are layered over each other. Which is something that
wasn’t done before i would say. It’s very complicated and it’s exactly the stuff
we are most likely going to share with Star Citizen guys. They want to use it in their game.
I don’t now whether for characters. Because this could be applied
even to spaceships. So we will share this technology
with Star Citizen. Now i have some basic armor
and i will go to see the blacksmith and ask him to give me a sword
as my lord ordered him to do. But meanwhile i can walk
around the city and show you some details of the graphics. In our video update about our AI
and the living world we said that every character will have its daily routine,
which is right. So every building will have its inhabitants. Every character and NPC will have
a place to stay, bed where he will sleep. Every character will have some job to do.
So every field will be…to every field there will be some peasant working on it.
Of course we have animals, we have pubs. There is no loading so when you
enter a building you just enter it. There is no loading like in some other games.
I would say that this city is about the same size as the bigger cities in Skyrim for example. And this is the upper castle
where your lords soldiers are waiting for you and blacksmith who
will give me the sword. So another example of branching dialogues. We mentioned that there is going to be a bard.
It’s not a class but you can play as a bard. So you can talk yourself out of troubles.
You will be able to collect stories and tell them to people and here is one
example where you can use your speech skill. So you have a speech skill. You can either be a very strong,
powerful and dangerous looking guy so you can either threaten the guy or be nice to him.
To try to convince him in other way. So i can tell him to give me the sword now.
Threaten him if i am strong enough or have a nice armor and look like a warrior
he will probably give it to me becouse he’d be scared. I can kind of try to use my connections or i can use
my speech to be nice to him so he’d give me the sword. And now i can even kind of bitch
about the swords quality, becouse it is not the best sword in the world.
He is giving it to me for free so it’s not the best quality. I can kind of thank for it or i can be angry
and tell him that it’s bad. Which may not be that bad at all becouse it can
show my courage and gain me some respect from the character so it has some other effect on the
character other than only making the guy angry. And so now i have the sword and it’s not
the best sword in the world so i can show you one of our minigames. Becouse i can work
on the sword to make it better, sharpen it. Everything in the game is going to… Every crafting
in the game is going to be done as a minigame. So when you can do something
you can really do it in the minigame. Here i can sharpen the sword. You can see that if i am doing
it right, the sword gets better and if i am doing it wrong the sword
is going to get… it’s visible on the sword. You can do it yourself
you can pay the smithy to do it for you, if you don’t like it. But the thing is that
we plan to have proper blacksmithing that looks like real blacksmithing. We will have mining, fishing, cooking.
So it’s going to be a little like Cooking Mama or something. We will have alchemy so there is a lot of
things to do other than doing the quests. You can collect herbs and then make some
potions from them in our alchemy minigame. The alchemy is not going to be some magic stuff.
It’s going to be the real alchemy people believed in and used in middle ages. So you can really make some potions or
items to improve your health and stuff. And right now we are in the upper
castle and there are the lords soldiers who are waiting for me with the horses.
So i am going to tell them that i am ready and we will ride to the stables. Sorry. Nice blurry sky.
I probably don’t need to remind you, this is still very early build.
We still have like two years ahead of us so a lot of things aren’t final.
For example the animations of the horses, camera settings, as i said
faces, facial hair and such things. So be a little bit forgiving. Right now we will ride to the
countryside for some time. So this is the castle.
Upper castle as you saw it in the …concept. And now you will see the countryside.
It’s quite large. We have already built around one third of the map just to show the publishers
our capability to make large world. So we are going to ride for about
1.5 km to the stables. Cry Engine is great for building open worlds. It’s tools are quite great and it is easy to paint the world from assets. Most of this countryside was built by just one graphic artist in a few weeks. We are going to work on it of course even more. There is a lot of work to do. But it looks quite fine. It was done vesy fast. We built several tools ourselves to improve some things. Little details – like the roads. Tool for making roads is better. The roads look better. The total size of the map will be about 9 square kilometers. I am not sure but I would say that it is very similar to the map of Oblivion if you compare just the space you can… Like, the map of Oblivion is probably bigger but if you remove all the seas and the locations you cannot enter I would woul say it’s very close. But in our case we try to have the countryside more natural looking. So everything is little bit larger, the countryside is not as compressed. You really need to travel longer distances. I would say it’s more similar to Red Dead Redemption in terms of density of events or quest or points of interest. The thing are concentrated around some kind of hubs – cities, villages – where you will get quests and then you complete the quests around one hub and then travel to another location. Of course we a fast travel, some form of fast travel which would not be as easy. So this quest kind of starts much bigger quest line where you’re going to search for bandits who did it. Nobody knows why they did it. They just hamstrung the horses. They didn’t kill people, they didn’t steal the horses or anything. So nobody knows. It seems crazy and the value of a horse was probably bigger than value of a human. So it’s quite weird and it caused a lot of damage to your lord. Horses were very expensive. Especially well trained horses. So this starts a bigger questline where you are going to search for the bandits. You will be acting as a kind of like a medieval investigator. So you will interogate people, try to find clues, you can threaten people, search for witnesses. Similar things will happen in other villages and towns so it’s kind of a bigger event. And in the end you will find out who did it and you will realize that they are much stronger than you expected and you will have to have some allies to fight with them. So it’s really a big questline. Now I was sent to the forest to follow the trails of the bandits. There is going to be some combat and I will ask Viktor probably to show you the combat. Then we’ll switch to another build in which we will show you the latest visuals and latest features like AI, some herd simulation of the sheep and stuff. So the build is currently running on the latest version of Cry Engine, the same version that Ryse uses. It’s the latest technology. So we will show you the combat and then we will show you the latest build. I will pass the controller to Viktor. Just for the record: The thing is that we are playing with Xbox controller but it’s attached to a PC. The whole game is optimized for both keyboard+mouse and controllers and everything… (wait a moment) …everything is working on both versions. It’s not “dumbed down” for consoles. There is no evil producer telling us that we need to do it for “regular Joe” or something. So the game plays and controls as we want it to play and control. I would say that what we did we kind of made the console version to be up to the standard of PC. So for example on consoles in the inventory you can to the same stuff you can do in Total Commander on PC. You can search inventory, you can sort item by different parameters. You can do everything you could do on PC and nobody did this before. Most of the time the controls and inventories are simplified on the consoles and in our case it’s the same and it works the same as on PC and it lets you do all the stuff you could do with mouse and keyboard. It wasn’t that hard actually. So we are playing the combat with a joypad but you can play it with mouse and keyboard as well. Viktor will show it to you. Ah, sorry. I have to warn you this version of the combat is older than what we showed you in our video update. So there is some clipping and some other features but the animations look a little bit better than in the latest version as they are just placeholder animations right now. So it is probably better to show you this version. As I said there is still two years of work ahead of us so there is a lot of room for improvement. Currently there are only a few moves out of up to 18 with every weapon so it’s much simpler than it’s gonna be in the final version. Also the techniques… We have some comments about the authenticity of the techniques the fencers use. It’s also provisional. This is done after just three sessions with our fencers so we needed to find out what is possible, what’s not, how it could be controlled. They didn’t have a clue how games work so we were kind of finding best approach. Right now we know what works, what doesn’t, and the whole system game mechanics-wise is prepared so we will fill it with content. If you want to see the latest version check out our other videos on our channel. We had a special video update about the combat. You can see the combat is basically about stamina. So if the guy is armored you cannot injure him that much by hitting him. You need to lower his stamina and then when he is tired or injured or not as fast you can than kill him with one deadly blow. So the duels with enemies will be much harder than usual. You can see the sword is actually coliding or clashing with the enemy’s weapon. It’s not going to be like in other games. It’s all based on inverse kinematics and physics so there are proper collisions with everything. The sword slides on the armor for example. Right now this guy is quite tough. It doesn’t demonstrate you the (what’s the word?) difficulty of the game. He is set to be very tough so we can show you a lot of moves and it’s not optimized at all. So that was the combat and now we can switch to the other build, I guess, and show you the visual. Just for those of you who joined the channel little bit later, just another reminder: This is all just a very early, very very early build of the game. The game should be released in late 2015 so there is still a lot of room for improvement. A lot of stuff is not final and is just a placeholder and the build have just seen is rather old so there is a lot of stuff that looks much better right now. We are going to show you some of it right now. It’s maybe a good time to tell you something about early access. Because what you are going to see is probably what you are going to get if pledged to get the access to Alpha. So the backers from certain amounts of the pledges are going to get either alpha or beta access to the game. Alpha will start in about 6 months from now and it will have most likely this village, you are going to see now, with core game mechanics. We will update it with new content and mechanics over time. There will be regular updates. We will probably add some small quest into it. We will let you test the core mechanics and tell us what you think about them. So we will probably start with just the basic mechanics like picking objects, walking and running around and stuff. Then we will add some dialogues, simple quests, fencing, horse riding. And in the end when we reach the Beta stage the people who pledged for alpha will get beta automatically and people who pledged just for beta will get just beta. And beta will be almost final game with a lot of bugs most likely and you can still tell us what you think about it and we can still tweak the game based on the feedback. So this is the location we are going to give to the alpha backers. It uses the latest version of Cry Engine so it has physical based rendering (PBR). The AI routines are much better right now. People are actually doing something. In the previous build in some cases it was just a script. Right now it’s really AI. There is a lot of new features like bows, the horse is probably better here… if there is a horse. You can whistle… (Is it working right now or?) You can whistle and a horse will run to you. (If there is a horse… Ah there he is!) So this horse is little bit better than the horse in the older build. All the interiors are there. In the previous city there were not all interiors. But what is most improved is the rendering, the AI and the lighting I would say. Are there any question? Most common questions? It’s all about trolling. Ha ha. There are lot of trolls in the discussion which is kind of sad because I could answer some interesting questions but if there are any they are probably lost in all the trolling. Like “I’m Johnny the Spot” which is cool but… (Show us the bows, Viktor, if it’s possible…) If we stay in this level long enough we will see change of the daylight I guess. There’s very nice sunset. You can use on humans as well already. There’s some ragdoll now but it may not work properly. (Try it, we will see) Oh, it was nice. Somebody asks about stealth. There’s going to be stealth. There is no stealth mode. It will depend on your clothes so if you have an armor on yourself you will make a lot of noise. If your armor is shiny you will be also very visible. At the same time the stealth is not about crouching. Which is funny because in most games when you crouch you are invisible which is kind of stupid because if you are in the middle of the town square crouching you are the most visible person around probably. So it will be situation dependent I would say. If you are somewhere in the night, there are not any people and you crouch you will be less visible. But if you are in the middle of a crowd crouching and trying to pickpocket people it will be a warning to the people that you ar e probably a thief. All will depend on your skill, visibility and noise so there are not any special modes to enter the stealth. We don’t have any classes. Player can be anything he wants to and can train anything. So if you spend enough time you can make perfect bard-warrior-thief-archer but it will probably take a lot of time. Currently we don’t have any level caps I guess. It may change but we are not planning it right now. (Flail!?) Somebody asked about flails, about weaponry as well so… Right now we have a sword against a sword. This is something that actualy works and we will add new weapons. We will start adding new weapons now. The problem with kinda “obscrure” weapons is that they work in a very different way than others. So right now we are still investiganting polearms like halberds. They are kind of a problem in interiors and against horses and we need to find out if it’s possible and achievable to have them in Act 1. And the flails are – sadly, because it’s a very cool weapon – not going to be in Act 1, at least, because they are very complicted, unpredictable and very different from what we have built right now. (Somebody asked… it scrolled away! It looked like a regular question.) Well, multiplayer. A lot of people ask about multiplayer. No multiplayer. We are a small team. This is a single player game from the beginning. I like cooperation games. MMO is out of question totally. We have no experience with it. It’s a totally different genre and it would be a totally different game. I loke coop games. It’s cool when you can play with your firend. I play Diablo 3 with my wife these days so I like it. But this is much more story-based than for example Diablo or some other games that are good for coop. So we would have a lot of issues with the story. There are some situation, quests, that cannot be played by several people. I don’t know… If you are in the prison or something you can hardly be there with someone else. So this is a problem. We will definitely have no multiplayer in Act 1 and in Act 2 and 3 as well. It’s most likely that there is not going to be multiplayer in the story arc that is already planned. We may add… It is possible that some time in the future we will do multiplayer combat arena or some such. It would be cool but it’s definitely not something we want to promise. Another very common question is about PC versus consoles. Our lead programmer started a flamewar on some websites when he talked about consoles so… When we announced the Xbox and PS4 versions a lot of people started to be scared that we are going to ‘dumb down’ the PC version or something. Which is definitely not the case. When you develop a game you need set youself some quality you want to achieve. Which we did. And some hardware you want to deliver to and optimization for this hardware. It’s not because of consoles. It’s simply because you need to set yourself some standards you want to achieve and you don’t want to change these goals on the way because it would multiply length of the development and it would make the whole process very complicated. So the game as it is designed right now is going to run on the next gen consoles and on PCs you can have better resolutions, higher draw distance probably if you have a very powerful PC. On a regunlar PC the difference between the console version and a regular normal PC is not going to be visible for a normal person. I would say that the level of quality we can achieve on console is perfectly OK with me. The consoles a lot of memory so we can have hi-res textures and everything and people with high-end PCs will definitelly run in higher resultion, propably can set higher draw distamce and such stuff. So I would say that… the consoles are not the bottleneck right now. It’s not as with the previous generation. We are perfectly OK about how it is right now. And I would say that all gamers on any platform should be OK with it as well. I don’t sense any restrictions so far for what we want to achieve right now. The most challenging feature of the game are the battles and this is something technically very hard to develop. So this is something I am scared of. It’s not a problem of graphics it’s a problem of the AI, how smart we are and how we will be able to design it and make it work. It is related also to the power of the hardware but mainly to how smart we are how we will make it. (So something interesting?) So this is probably it. I hope you are not disappointed. If something didn’t look as you think it should I believe we are going to make it much better in the next two years. I probably can’t repeat it ebough, this is just very early version of the game. We still have two years ahead of us so a lot of things will be improved or changed or replaced by better stuff. I hear that we are almost at 900,000 pounds. We are very grateful to everone who is supporting us! Our Kickstarter ends on Thursday, in 49 hours from now. So if you didn’t back us you have still 49 hours do it on Kickstarter. After the Kickstarter we are going to launch our own store and most of the tiers are going to be available for buying on our own web shop for very similar prices as on Kickstarter. Some things – especially the swords – are exclusive. We probably will let you buy more swords over time but the ones we are developing for the KS backers are going to be special. They will have some special inscriptions on them and they will be probably of little bit higher qaulity than the sword that are going to be available later. At least for the same price. So again thank you very much for watching. Thank you very much for the awesome support we are getting from you. We really are very happy and we were very surprised how well the game was received so far. Which is great. So this is it. Thank you for watching. We will keep releasing updates even after KS campaign ends. You can follow our blogs. We will do video updates but not as frequently as during the Kickstarter campaign of course. Thank you, it’s great to have all this support. Bye! Good night or good day. Whathever it is where you are right now.