Tropico Paradise Island Addon
Tropico Paradise Island Addon Pack (previously known as Seed Wars) is now available for download from the game's official site, and it adds an expansion to the original game. Featuring three islands to sally forth in, Tropico Paradise Island is a tropical paradise for human settlers and serves as a single-player expansion for the game. To help explain what makes Tropico Paradise Island stand out from other colony-building games, we spoke with lead producer Yu Guietz about the game's creation, his opinions on the art style, and his thoughts on the new content.
GameSpot: Give us a brief overview of the island and how the island expansion will change the gameplay experience. Can you give us a brief overview of the new content?
Yu Guietz: The island expansion is our new game mode, allowing the player to explore and colonize several new islands to explore and build their own. For the first time in the Tropico series, the island will be a tropical paradise and you will be able to expand, expand, and grow your own paradise. There are different types of islands, but each island is completely distinct from the next, and there are plenty of unique challenges to overcome.
GS: What can you tell us about the new features coming with the expansion? Are there any new features to the island, or will there be any new features in the expansion?
GZ: There are a number of new features that are added to Tropico, but some of the highlights of the expansion include the ability to buy and sell every type of fruit from a beach. You can buy and sell the same types of fruit, so you can get the best value for your money by just paying the same type of fruit and saving up for the best prices. You'll also be able to build a new city for your company in the land of Elpis, and the game will feature a number of new building types as well.
GS: What can you tell us about the new island? Will it be much more dynamic, and more dynamic?
GZ: One of the big features for the expansion is the idea of being able to get and sell your goods. You can own a lot of different ways to make money in Tropico, and you can buy anything you want to. There will also be other types of fun challenges that will be interesting to expand on. For example, you can go out and purchase a certain type of fruit that you can't currently afford, such as rock salt or sand and a banana (it's basically the same kind as watermelons that you can pick up). It won't be enough to cover the entire island, so you can sell it back for some extra money to produce more food, making it a lucrative food source.
GS: How will you improve the gameplay?
GZ: We've added a lot of new things. You can now interact with the land, you can do trade with people, you can still do things like buy a few new clothing items (allies, outfits, accessories) and sell them to the locals, so the more people you have, the more people will buy you clothes. So the system has got a lot more depth. You can go out to a town and get your own kind of town. You can buy things, you can customize your character, you can go on quests to try to catch stuff that they want, you can give the people a job, and you can customize their character. So we've really kept that style all the way.
GS: How much customization is in the game?
GZ: Yes, we have a whole bunch of stuff. You can choose your equipment; you can change your appearance; you can change your hairstyle, you can go into training and customize your weapons. You can also change your clothing, and it's kind of a pretty deep level of customization, you just have to work it out.
GS: What's the key selling point for development at Next Level Games?
GZ: I would say the cool thing about Next Level Games is that we're so committed to making a quality product. The whole gameplay aspect of Next Level Games is just super fun and easy to pick up. We're going to do everything we can to keep making this game fun to play.
GS: The RPG genre is no stranger to the top-down action role-playing games. Why did Next Level want to do so?
GZ: Well, there was an opportunity to give our players something new in that genre, so to speak. For instance, in Action Quest we thought that we could take that gameplay experience and put it into a different genre. We felt we were uniquely in this space. Then, because we want to capture the essence of Action Quest, we wanted to give players something fresh. We're still going to try to make it different than other Action RPG games, so we're going to stay in the old-school direction.
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