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Jurassic Park Operation Genesis

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Jurassic Park Operation Genesis should be on the shelves by Christmas of this year, and the game will feature 20 missions. In this mission, you are in charge of both the security and the soldiers of the Narsin cruiser. The Operation Genesis mission is a side-scrolling, stealth-based puzzle game in which you must sneak past guards and keep away from scientists. There is a puzzle in which you have to escape the facility before your extraction, so in this case, you have to do a bit of stealth. In the other mission, you have to battle the dinosaurs, although there are some issues with it. During the course of the game, you will have to collect all of the scientists scattered around the facility and leave them alone to complete your objectives. But you can bypass that and save all the scientists at any time.

The multiplayer component of the game lets you play with up to four players on a LAN or Internet connection. We'll have more on Jurassic Park Operation Genesis in the near future.

GS: The game seems to have a number of features that seem to be rather unique. Tell us about how you were able to have four players on each team. How do you expect this to be a very similar game to the classic PlayStation game?

JE: We wanted it to have great multiplayer, and it was always a dream of mine. The addition of four players really opens up a lot of possibilities, and we really had to look into it. I think we found it fun to have four players with a dinosaur versus a dinosaur, and they both cooperate very well. The controls were very easy, and the gameplay was very intuitive. One of the cool things about the two players that we really wanted to have is that we had them try to shoot at the other dinosaur in one of the four maps we had.

GS: What kind of feedback did you have with the game?

JE: We wanted to have a lot of fun in the multiplayer, and we tried to make some things that people will love. One of the things that we liked is that the controls are a lot easier to control, and there's a lot more options for weapon loadouts. The characters in the game are pretty, very simple, and you can make them either in one of the eight maps or the one in the middle of the pack. We tried to create something that people will like to play, but there were a few bugs that were hard to exploit.

GS: Is there a level editor included in the game?

JE: There are a couple of things you'll find in the editor that are not in the finished game. There are two versions of the editor--the standard-issue, with the editor and the build with the editor. There are three versions of the editor, and the version with the editor and the editor, of course. You can go to the editor and edit the levels, and you can make things like skins and weapons, and the map editor is absolutely free.

GS: What's been the most challenging aspect of designing a multiplayer game?

JE: Well, there's a lot of things you can do, but most of them are expensive and time consuming. We had to learn a lot, because a lot of the creative decisions we made in the game--especially the control scheme--didn't resonate with the same as in other first-person shooters. It's true that this concept isn't the best, but when we put it in the game it was more challenging than that. So, we're still going to have the most difficult job at making multiplayer maps that actually allow for the best multiplayer experience possible.

GS: Tell us about the multiplayer game modes in the game.

JE: We wanted to do a multiplayer game with the Internet. There are two modes in the game. One is a "lives" mode. Each time you play, you will get one new player to play with. The second is an "instance" mode, where you have three players in each game and have to pick who to play as. So in the case of defense, you can choose to play as either the demolitions expert or the mastermind, and they're all playing in each of the three teams. There are plenty of people that can play each other in the game and then it's up to the computer to deal with them. The objective is to set up the defence tower and defend it against the defenders.

Jurassic Park Operation Genesis

GS: We understand that the game's development started when Chris Metzen was employed by Capcom in Capcom's Street Fighter II engine. Can you discuss the process of creating the multiplayer modes in Street Fighter II?

JE: We designed them and our design was based on the idea of each game's multiplayer modes. Our goal was to create a sense of tension and drama in each game's multiplayer mode. Our goal was to have the same flow of fighting against a bunch of opponents.

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