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There are two new interviews about Another war out on the net today. the first one is with Krzysztof Cyluk at Ferrago. Here's a bit of that one:
Tell us about the experience the player will gain as they progress in 'Another War'; how have you changed the traditional skills of an RPG to fit the setting, and what effect does this have in the game itself?
Krzysztof: In AW we are not trying to invent something extraordinary where it comes to playability and its main determinants. This game is our vision of an RPG that is fun, smooth to play and nice to come back to. The basic experience system with the player development tree is therefore very similar to what people know from something like Diablo. So, we have a basic set of main characteristics that are improved by combat and solving quests, and a set of special skills and abilities that are replacements for the magical ones known from fantasy RPG games. Good examples are: Disarming, Rage or the Killing Joke (an ability to tell killing jokes thus inflicting mortal injuries. The power of a Joke depends on the enemy's intelligence). The second interview can be found at 3DAvenue, and they are with one or more unnamed members of Mirage. Once again, we serve you a snippet to make you want more:
3DAvenue: Graphically Another War already looks impressive, what sort of technical features can be said about the game engine graphics? e.g. max resolution size, special effects, 3D rendering?
Mirage: Again, what makes the game is not the visualisation itself, although it helps. First of all you must know we at Mirage come from early arcade times and our first productions were 8-bit games. It means we remember times when a human ‘character’ could be made of 5 pixels (like in Atari Basketball on Atari 2600). Generally, we think that imagination of the player is much broader than any F/X system or 3D effect created, so we were and will be trying to use more subtle means of technology to stimulate the imagination, not to substitute it. | Source: ToTheGame |
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