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An Xenus interview has been posted at Gamespydaily today. They are talking to Deep Shadows’ CEO Sergey Zabaryansky and Script/dialogue writer Alexander Khrutsky:
GameSpy: You've mentioned the role-playing layer of the game in passing but we've never really discussed what it means to the actual gameplay - What are the role-playing game elements in the game and how do they impact the main character’s performance (how does it facilitate advancement)?
Alexander: We present the full implementation of two genres as one of the main features of our game. That's why we prepared such a detailed system for character experience, offering twenty parameters that can be developed. The development will depend on success in missions, tasks and other key events. The weapons system upgrade needs the pensive approach, too. The point is that this skill gives a 20% chance of success at first, if players decides to upgrade the weapons by himself. Independently of results, the skill increases, but we always give players a choice. If players find it vital to improve their arsenal, they can simply find a craftsman and pay him for high-quality work. By the way, the contact with NPCs will be extensive and varied during the game. We are preparing a harmonious and branching dialog tree, with many different storylines to follow. Any essential information for continuing the search of Kevin Myers' lost sister requires money or favors to the information holder. We've already talked about the system of complex relations between six ruling groups in the game. The character will have to contact and communicate with these groups, because each has useful information which Kevin needs. From the first steps of the character, to his first contacts with any group, the relations with other groups are modified automatically. Continuing events depend solely on the player and his decisions in the game. |
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