Soul Ride
Soul Ride is currently in development at Frontier Developments, and its creators have a lot of experience in the racing genre. Soul Ride is a mixture of arcade racing and arcade racing. In this game, the only vehicle your rider gets to drive is a powerful cannon that hovers over hills. If you don't have a cannon, you can't boost your ride or you can't. If your drive fails, you'll get left behind on the course. Luckily for you, your ride can eventually be upgraded, which you can use to make your ride faster. It's this good teamwork that really sets Soul Ride apart from most arcade racers.
You will also be able to race in free roaming modes. Here, you'll have to race against another player's character to gain an advantage, either by getting a score or a small boost. You can also use special areas for money to buy and upgrade your ride. It's not much, but you can reach higher points by competing in challenges and avoiding AI racers. If you manage to reach the highest points, you'll find yourself able to purchase new parts for your ride. The main thing you have to remember is that it can be challenging to stay in one spot and keep moving. It's very important to stay in one spot and be very careful.
I played the game as part of a London Tour event that I had a lot of fun with. While not much of a challenge, the race was very fast, so I could complete the race without ever having to take my vehicle out or even lose. Additionally, I also felt like the time trial mode was pretty good, if you're unfamiliar with racing game racing games, but the checkpoints don't always make the best use of the time it takes to win. I think the replay value of this game is pretty good.
NL: So the game is coming out next month? What is the team working on right now?
RF: I think we have some ideas to really get the game out there. I was asked about it at the beginning of April and I think it's good to think so. My guess is that sometime in June, we'll be able to show it to the public and give feedback, but the date has yet to be announced. So this is kind of an early summer release, but there's nothing to announce at this time. We have already shown a couple of races and a couple of people I know have played the game but for now we're not so sure.
NL: So you've worked with James Cameron in the Avatar universe, does that mean the story's written by James Cameron?
RF: The story is written by James Cameron. The writer is taking the character, the art, and the action and the language and how they're being written. He's working with Ian Howe. As for writing story, I can't really talk about it yet, but there are a couple of questions that will come up when we start to talk about the story.
NL: Are you going to be able to actually make use of the 3D effect in the game?
RF: I'm going to be using the technology that allows a certain kind of alien appearance.
NL: There are a couple of other races that I know have played the game but I haven't noticed anything about them.
RF: We have a few other race-related races that we haven't talked about, which are huge multiplayer games, so, as far as our background, we haven't really talked about that yet. But as far as the gameplay goes, we have a much more focused multiplayer game than we've had before.
NL: Which are the main differences between games, and how do they differ from one another?
RF: I think there's a lot of differences that we're making, for example the concept of being able to interact with the environment with the AI. The fact that you can play and traverse it with the mouse, so it's really just like a mouse cursor in that sense. There's a lot of detail in it, but we really wanted to add some depth to the experience, which we've had some success with with. So, you can interact with the environment and the NPCs that the AI-controlled drivers have. They can be really aggressive, and they can engage you with you.
GS: With F1 2010, you wanted to emphasize the online gameplay, since it's the core experience, rather than the other way around. What made you want to make sure F1 2010 is the online mode that gamers are looking for?
RF: I really don't want to make a franchise out of F1 2010. I want to make the game that is what we're trying to deliver. There's a lot of love for the online aspect of the game, but it's not an easy task. There are a lot of issues with the online side of the game, and we want to bring all the player's excitement and technical know-how into the F1 franchise.
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