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Calling Cthulhu has conducted an interview with Andrew Brazier from Headfirst Productions about their soon to be golden adventure/horror game (not sure if there are still some RPG elements in it) Call of Cthulhu. Here's a bit:
The game seems to have evolved a lot since the first screenshots were released. The polygons on the character models seem to have trippled (individually modelled fingers and teeth etc.). Assuming that these are actually in-game models, when was decided to redo the models and what do you think high-polygon models have to offer in a Lovecraftian horror game (besides being more realistic)?
A.B. We have heavily increased the detail in characters and backgrounds since we first started the project, and characters are now modelled to around 6500 polygons (they were originally about 800 !) The models you will have seen are all ingame models - they have proper eyes (geometry and not just a texture, so we can animate them to look at things) and also have a proper mouth with tongue and teeth for lipsynching purposes. The high level of detail has helped us create an authentic feeling environment as we want the game to feel as realistic as possible. |
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