Fossil Echo
Fossil Echo Echo – $2.99
New World Interactive, known for developing the US PC game Spossil: Off the Rails, today announced that it is now publishing Tribes: Vengeance, a real-time strategy game from the Fossil group. The game is being developed by Shiny Entertainment, which also produces the PC game Earthworm Jim and Earthworm Jim, as well as a version of the god game Legaia.
Developed by Shiny Entertainment, Tribes: Vengeance is set in the distant future, during the dawn of the Fossil invasion, and the resistance is limited by a secret military organization called T3-T03. Armed with the Brotherhood of Natives, the team embarks on a mission to defeat the invading evil forces known as "The Tyrannosaurus Rex" and prevent the Daughters of Mars from invading Earth.
To learn more about Tribes: Vengeance, check out GameSpot's hands-on preview and video review of the game.
GameSpot: First, how did you get started with Tribes: Vengeance?
Tiny Entertainment: This was the first time I was in the game industry. I had never played a strategy game before, and I've always wanted to see this type of game take off in a new light. I wasn't really into role-playing games until the beginning, but I was hooked. I still played all the missions and single-player missions while at work, so I'd never played a strategy game before.
GS: You've also created a team of top Tribes players. What's the response been to you for creating the most successful team in history?
TK: I've always wanted to see this type of game take off in a new light. I think that we've found a unique, exciting and unique team in this group of players. You'll see our traditional team that loves to play a game together, but one that understands how the games are set up and functions.
GS: Did you have to do anything specific to put yourself into this game or did you consider it a business or organization?
TK: I'm not interested in trying to guess what I was doing. I thought that it was a great idea to bring Tribes to life. I thought that an exciting and fun experience would lend itself well to a game that I really liked. I was shocked that even though it was in the early stages of development, it was getting good at finding people to help me do what I had envisioned. It's a really cool experience for sure.
GS: Will there be a story or cutscene to tell?
TK: There are only one or two levels. We're currently evaluating all three of them and if we can find some emotional or dramatic differences between them. The story itself is built around that in a lot of ways. I hope that it gets a little bit more interesting and interesting as time goes on, but I'm sure that the gamers will want to get a little more invested in this game.
GS: What are your goals with Tribes: Vengeance, or is it a totally new and original game?
TK: For me, I think the mission structure and gameplay mechanics are really pretty similar to those of the classic Tribes games. I think you have to be aware of what you're doing, but this is really an objective-based game, whereas other games really do involve building a huge empire. Tribes: Vengeance is a massive strategic game, and it is intended for play from the ground up.
GS: What kinds of games are you planning to do with Tribes: Vengeance?
TK: I think the first thing I'll mention is really the game's three multiplayer modes. The "real-time strategy" and "battle-the-dragon" modes are basically vehicle-based game modes, where players create their own armies and battle it out over time. It's more like the old TimeSplitters than we've seen before. There's no persistent worlds in Tribes: Vengeance. Instead, the game is very much inspired by titles like MechWarrior, Civilization, and Dune. The first thing I'm really looking at is making an all-out assault on the player base. It really gives us the ability to say, "Let's build a team and create the most competitive game mode available," and it also gives the developers the ability to really push the envelope with different gameplay and single-player modes.
GS: What other new elements do you see in the game?
TK: We've created the only single-player campaign. You play as a bounty hunter (the game's namesake) who starts the game in a world devastated by a massive flood of laser-like mechanical structures called the Ion, and you have to survive the ensuing nuclear bombardment, which breaks out of the player's control. There are more than 100 weapons in Tribes, including particle cannons, rocket launchers, and hand grenades.
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