True Crime: Streets of L A
True Crime: Streets of L A. isn't the first game in the True Crime series to feature a celebrity voice cast, but it's the first game to actually be based on the upcoming movie. The game will introduce you to new characters like LAPD detective Richard C. Riggs, as well as new environments and gameplay elements.
We went hands-on with True Crime: Streets of L A. to find out more about the game and its features. The game's development is being handled by Luxoflux, the developer that created the first True Crime games. Luxoflux worked on the original game and True Crime: Streets of LA for the Sega Dreamcast. In a new interview with GameSpot, the company said that they have worked closely with True Crime director Matt Gorman on a number of other projects.
True Crime: Streets of L A. is set in New York City, and it's being developed by Luxoflux.
GameSpot: Is there anything you can tell us about the game's plot?
Matt Gorman: True Crime: Streets of L A. is loosely based on the real events that took place in Los Angeles in 1999. As we mentioned before, it's about a group of LAPD detectives looking to find and uncover the truth behind the biggest conspiracy in the city.
GS: What sort of character development will True Crime: Streets of L A. have?
CC: There are three main characters in L A. These are Carl "Buddy" Law, Detective Jerry Lame, and Captain Dick, each with his own story arc. We've also recorded and recorded dialogues between the three characters to help you sort out the problems in the city and discover a new problem.
GS: How much of the game's structure is based around the crimes and how will they play into the story?
CC: There are a total of 20 cases in the game, but the story of each one will change based on the specific choices that you make. As you play through the game, you'll be able to choose what happens to the characters and the story arc that develops in the game, how they interact with each other, and whether or not they get on top of the crime itself.
GS: How will the game's controls differ from Grand Theft Auto IV?
CC: We've been heavily influenced by Grand Theft Auto III and Vice City's use of the Sixaxis controller for more precise control of the crime. We also use a Wii-specific peripheral for the game, but at this point we're still focused on developing the game for consoles.
GS: What sort of design are the team working with, and how far along is the game?
CC: With the development of Grand Theft Auto III, our artists are constantly prototyping new ideas and bringing them to the level of quality they want to see in the final product. So that's why we're going to be showing the game at E3 next month and showing the fruits of our labors in real-life gaming. We're also teaming up with all the developers from Rockstar North, including the development team that helped design the GTA games.
GS: How big are the development teams at Rockstar North? How close is the total development staff at Rockstar North?
CC: The number of teams that work here is huge. Each individual team has a full team in its garage.
GS: What are your strengths?
CC: I'd say the biggest strengths of Rockstar North are its graphics, and their environment design. They're both unique, and their ability to deliver those elements in a game is one of the biggest strengths. The location designs are immaculate, and the characters in a game that's so detailed and believable really hold the attention of gamers.
GS: What are the main differences between the games?
CC: The screenshots I've seen suggest they're certainly real-time graphics, and the overall look of the game is very different. It's also nice that we have the freedom to design levels where players are encouraged to interact with the environments.
GS: How are you handling lighting and shadowing?
CC: We call them "Levitas," but they are also modeled in a very nice way.
GS: What's it been like working with Rockstar North?
CC: Not so much. At the time, we were about 30 people, and we started looking for something cool that would work in a game environment. We had to sign people up to get back on the page, and we worked out the details of what we were doing. When you're not designing your levels, it's pretty much our own. When you're working with other people, you need to make sure they're the coolest people. It's been a pretty much constant process of doing it. It's just nice that we've got such an incredible group of people, and that's great for us.
-
上一篇
Tsunami 2265 -
下一篇
Trouble Times Heroes
相关推荐
评论列表
暂无评论,快抢沙发吧~
你 发表评论:
欢迎