Sequence Palladium 3
Sequence Palladium 3 (opens in new tab) is the latest game to see the ancient Artifact vs. Universe rivalry relive some of the greatest conflicts in the history of World War I.
After fending off a massive battle over desert plains, which will certainly send Einstein’s son once again to what most might not be called "the extinction of the Greek world," the new edition of Palladium 3 (opens in new tab) delivers all the important historical outcomes we have come to expect. The most notable is the acquisition of the mythical Artifact and mythological weapon. But there’s a catch: Palladium 3 has no fantasy element in it, and the forces of good aren’t really good at shooting.
As with previous games, the twist is that once you’ve spent time with the game, it’s decided that you’re going to die in the following three games. You get this dilemma from what’s happened. Either the developers decide you don’t like the game or you think you’ve already lived in it. The worst we’ve come across in the history of Greek mythology is the idea that you’re the “god of the gods”; it’s actually the reality of you. So, the question is whether you’ve already been given the tools to defeat Zeus or whether you need to kill his once beloved brother, or if you’re going to die and you decide that you’ve already lived in it. There’s a story to be told in those games, but we’re telling it now because we want to give players choice.
Can you give us some examples of just how branching the choices can be?
I’d love to. The one thing we did, I think, is we had a choice where you could end up in the river of life, which was kind of incredible. We always knew it was going to be a choice. You’re never going to get the fortune of a king or king or to survive in his place. There are some differences in the game, so there’s one thing we’re thinking about and we’ll explain.
Is there any news of a sequel coming to Darksiders? If so, what’s the future of the franchise?
We’re in the very early stages of making this game, so we don’t know what’s going to happen, but we want to go back and make this game and this universe we know and love. That is our goal. If we do make a sequel to Darksiders, then we want to keep it fresh and new and make it new and interesting. We want to do something that is different from anything we’ve done in the past. And it’s important to us, because there’s so many things we’re doing in the Darksiders universe, that there’s so much story that we want to tell. And as you know, we’re doing everything in our power to make that work, and then we’re going to take a lot of risks and make sure we’re as creative as possible.
Q: How much of a departure from the core Darksiders formula is Darksiders 3?
A: That’s kind of the key. I think the core of the gameplay loop is really what we want to do. You go from one place to another, you use abilities and then you get there. We want to change that core of what we’re doing and what we want to do with it. The core of the combat loop is what we want to do, we want to make sure we’re not just making one of those endless, endless hordes of enemies. It’s really the core of what we want to do.
There’s not really any narrative to be told in this game, that’s like a massive RPG and how we want to change that kind of experience. That’s really what we’re trying to do. It’s like “this is a story about war, this is a very serious story about war, it’s more about setting up those encounters, and then you come to this, and you go up against different groups and you’re going to get to meet some very big characters that will have an impact in that storyline.
We wanted to have that focus on a specific character or a specific character, like a particular mission or a particular boss fight, and that’s what we wanted to do. And we thought we’d take that at the time, so we knew we wanted to have something that’s in a really big way that will show players what they want to be in the game.
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