D I R T Origin of the Species
D I R T Origin of the Species, which is a collection of first-person shooter games and flight sims, takes place in the distant future, where you can participate in fighting between the United States and the Soviet Union, as well as the Imperialism--which is being propagated by The Federal Government (PEGI). The titles themselves are developed by an American-based company called Zen Software, which was founded in 1992 by Chris Roberts, who had contributed to both Wing Commander and Star Wars. We recently had the chance to get a look at a few of the games, including EVE, and it looks like they will appeal to fans of both of the big-budget RTS genre.
Galaxyfall is about to take the fight to the Zeebrugge.
You play a human soldier in the aftermath of a catastrophic moon landing, when you awake in the middle of a desert. Once awake, you find yourself in a ship full of science-fiction gadgets, weapons, and a strange alien race. This is the star of the game, because there are more than 30 different types of technology, and from our interactions with the humans, the race, and the main character, you can play the game in about half an hour. We will also have lots of fighting between your forces, which is a good thing because it's something that's exciting to watch.
The interface in the game is very flexible, and it's easy to get a good sense of what's going on at any given time. If you move your mouse to move your character, the game will automatically lock to the nearest enemy. You can use your mouse to move your character, which is reminiscent of the Magic: The Gathering game. You can also attack, cast spells, move, and examine items to improve your character. These settings allow you to adjust a character's attributes and even pick a few spells, such as the charm that lets you turn invisible or turn invisible. The game's lore system gives you a lot of information about the world around you, and that's what we are focusing on at this point.
GS: What is the other way you can customize your characters?
SF: Your character can change stances, as well as fight off the random encounters that occur. You can tweak your characters' tattoos, give them armor, and decide whether or not to use them. You can also use your character's nose to appear as a floating green mug.
GS: We understand that you will start the game in a town called Riverdale. Will you be able to use your skills and equipment to make your character the most powerful he can be?
SF: There are only a couple of skills that you can learn to make your character a bit more powerful. The first is the tattoo skill, which we've never made before. We've never made any other really powerful weapons in a role-playing game before, so it's great to have an ability that you can never use for much longer. The other skill is the melee attack. It's great to be able to take down multiple enemies in a single shot.
GS: You're working on the narrative, in other words, but how far along is the game's development in terms of design? How did the team go about creating the world and the narrative?
SF: The team was just coming together. A few weeks ago, we were getting a lot of concept art, and we started to pick up where we left off. We decided to take the game in a different direction from the games in the past, because the goal of this game is to make a comic book-style story about characters. It's a really good way to tell the story that we want to tell. Our team has a lot of experience working on books in comics and movies, so it's great to have this kind of experience on the screen, and with it, we can really improve the writing quality of the game.
GS: Tell us a little about the game's story. We understand that the heroes you control and control in this game will play completely different. What are the differences between playing as a male or female? Will you play as a female or will you play as the same character?
SF: We will be using a third-person camera. We haven't finalized the story yet, but you will get to play as a female character.
GS: Tell us about the weapon-based combat system in this game. Tell us about the original Shadowrun: Dragonfall's combat system. What was the process like? What were the unique challenges in doing that?
SF: We designed Shadowrun: Dragonfall to be a first-person action role-playing game with real-time tactical combat, where the characters were equipped with a combination of weapons and magic. This is where Shadowrun: Dragonfall's combat really shone.
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