Sango Heroes 5
Sango Heroes 5 promises to add a lot of new and unique content to the popular PC title.
On Thursday, there were two major updates. First, the US release of the English version (click the movie tab above) will be followed by an international release for the Japanese. This is the first time in the history of the franchise we have heard anything on a Sango game since its inception back in 1998.
The other, we have the English release of the English version. This version will have all the plus-three DLC missions in all, plus a bunch of new missions for each of the four character classes. So for example, we have the French Special Forces class, which is an elite international soldier who gets stronger and stronger as the game progresses.
I think Sango Heroes 5 will be amazing. It'll be an action game of this nature. For the US release, we're excited to start showing it to the whole market. So now we can hold onto our fans for a while longer until we are satisfied with the quality of the game. We're really going to have a lot of people satisfied with it, and it will be great to see all of the new content we've added to the game.
GSUK: Were there any real game modes or gameplay features in the Japanese version of the game?
KS: There are no real games modes in the game. This is a medieval game, where you play as the epic hero and you must find the hero of a kingdom and defeat the enemies.
The Chinese version will have more of a variety of maps. There are also larger maps, but there are still more battles, as there are more to go, and there are also more monsters to fight.
GSUK: What's your biggest challenge in converting it to North America?
KS: For me personally, it's the most difficult part of developing for Europe and because of the geographic limitations. Europe and Japan, as well as North America and Australia, are two of the main problems in making a game based on a Japanese culture. One is a great fantasy game and another is a very complex storyline and complicated premise. This is really important to me because of the different ways you can get involved in a game. For example, if you're working on an MMO, you could have your character encounter some monsters and encounter a unique scenario. You could have a character go around the map and kill monsters, but a monster would come around and attack you, but your character would only be the same and you couldn't kill it.
Since World of Warcraft is an online game, there are a few rules you need to apply to making a game that looks better on a technical level than it does on a technical level.
GS: Why do you think the company has been working so hard to ensure that World of Warcraft is as playable as possible?
MS: World of Warcraft is a very, very complex game. I don't want to make any changes to the game balance. One of the things that people remember about [Warcraft], and I want to keep in mind, is that it is very, very complex. It takes more of a process to create a game like World of Warcraft than we would have for the average MMORPG. What you see in Shadowbane is what you get, and Shadowbane is a very different game. It's more like a better way to show off what World of Warcraft is and show what the PC is capable of. But at the same time, when you think about what's in the game, people might not realize it all. It's very easy to just click on a problem and it becomes more of a problem. It is hard to show off what World of Warcraft is, because it is so simple to show what it is.
So I think people who are reading World of Warcraft will immediately understand what it is and why it's so cool and what we're trying to show off.
GS: Shadowbane is a massively multiplayer online role-playing game that takes place in the afterlife. How different is it from other massively multiplayer games?
JT: It's very different. You can take on monsters, but it's the same world and the same storyline. We're using a very unique and amazing fantasy engine. You can find a lot of things that are very fantasy, but very different. World of Warcraft is much like the Elder Scrolls, and it is very much a fantasy world, but that's a very different game.
So that brings us to the core concept, what we're trying to do is bring that world to life and tell a unique story that we can't possibly deliver in a MMORPG. It's very different from other online games.
GS: What role-playing games are you looking to deliver this year?
JT: I'm a very big fan of World of Warcraft and is really excited about the upcoming expansion.
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