Majesty
Majesty 2: Total War announced in 2000 that it would be “shifting to the modern era” and will be “reinventing a fantasy-themed game, taking place on a completely unique and beautifully recreated Middle Ages setting.”
“We are honored to bring The Magic Realms to life in this groundbreaking and groundbreaking game.”
The game is being developed by the same team that created Majesty: Fantasy Kingdom, which also produced the original Majesty.
The game will be on the PC and feature player-controlled factions that won’t always be the same; if you ignore the generic factions (a variety of existing magical creatures, such as Elves and Dwarfs), then you’ll start at level 1, which will include most of the basic content that The Magic Realms players will encounter, including huge-scale battles in the Middle Ages, and over 400 characters from the Heroes of Might and Magic universe.
The PC version of the game will feature “a very cinematic experience” and will feature the iconic characters, fantastical worlds, and locations that were the main focus of the original game. We’ve been playing a lot of Heroes of Might and Magic and have no doubt enjoyed the encounters in the original game.
After a near-constant stream of questions from the community (via my inbox), it appears that the developers of the game had addressed a major question we all had about Majesty – a standalone and heavily-modular edition of the game – a few months back, in an interview.
The answer is yes. After a year and a half of discussion, the final version of Majesty has finally arrived and we’ve made the difficult decision to set the title offline.
With that in mind, we’ve started to roll our sleeves and say that, as a veteran and tactical RTS fan, we want to have a dedicated and unique experience. And we’ve also got some tricks up our sleeves.
Back in the day, many of us were people that were just getting into the game, and were putting it together and thinking of trying new things. Then, as you become more experienced, you think about the possibilities and things you want to do. It was exciting to see the direction we’ve taken the game, because we wanted to give you all the tools you need to play, rather than the seasoned veterans that were fighting your way through the tutorial level.
The same thing happened with Heroes of Might & Magic III. I can’t remember what exactly that meant but we tried to incorporate it into Heroes of Might and Magic III, and it all was really good.
So, what do you think makes a good RTS? What do you think you made differently from your previous games?
I would say this is the biggest change that you’ve made to the franchise since Heroes of Might & Magic V. In the past, the game had a built-in multiplayer aspect, but the concept was a little complicated. So, I don’t think we’ve been as tough as we’ve ever been in a RTS. Now, there are many layers to the experience, and it’s really fun to play with other players. In a real-time game like Heroes of Might & Magic III, you’re going to learn all of the nuances of the game, but for Heroes of Might & Magic III, I think players are going to be more interested in the cooperative side.
There’s so much more in this game than just multiplayer. The RTS roots are actually really strong, and from a personal standpoint, I think we’ve really innovated the genre a lot. I’m talking about combining the best aspects of an RTS game with the power of a PC game, and we’ve done that by building a set of characters, a map, and the ability to communicate with the player. That sort of magic in a RTS is really interesting, because you’re going to have a lot of different interactions with the computer and people on the screen, but it also allows us to actually see the world and the characters and feel their emotions on the screen.
So there’s a lot of creative play possibilities, but also an emphasis on the strategy side of things. I think players will find that they are really enjoying the game. They want to sit down and have a good time, and they want to feel like they are the protagonist of a game and want to feel like they are the antagonist, and they want to feel like they are the hero of a game. So they’re going to be able to have a very different kind of gameplay experience, but also that they can feel the feeling of being the hero of a game, but also also feel the sense of adventure.
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