czwartek, 28 kwietnia 2011

X-Man Destiny


Kolejna gra serii X-Men. Produkowana przez studio Silicon Knights, które wyprodukowalo gry Enternal Darkness i Too Human. Czekam bardzo na tego X-Mena,ponieważ grałem w poprzednie części tej gry i dla mnie były rewelacyjne. Mam nadzieję,że tej wersji nie zwalą i będę mógł chętnie grac w tą grę. Oczywiście gra opowiada o przygodach mutantów którzy bronią świata jak zawsze. Nie ma za dużo wiadomości na ten czas,jest tylko kilka wywiadów i screenów. Podobnie gra ma wyjśc w tym roku.
Screeny (Pre-Alpha)
Krotki wywiad z SK na temat gry:

Cytat:
1UP: Can you talk a bit about the genesis of this X-Men Destiny?
Brian Pass: The concept behind Destiny is one that has been circulating around for quite some time. We talk to our fanbase quite often and ask them what kind of things they would like to experience in our X-Men games. One of the things that rose to the top was the notion of playing as a brand new mutant, and having the ability to choose not only your core power, but also make choices that will determine what kind of person that character will ultimately turn out to be.
This concept really lends itself to an RPG style of game where story and choice plays a big role in character development and how you progress your powers. Silicon Knights has a history with great storytelling and deep RPGs, so it was an obvious fit.
1UP: So it's an action-RPG hybrid?
BP: The game is definitely an action-RPG hybrid which trends toward the "action" side. The notion of player choice is central to the game but we want the people to be out there bashing heads and feeling like a true superhero. You're going to have all of the things one would expect in an RPG like gaining experience, leveling, and being able to custom tailor your powers; but we don't want people to get bogged down in menu systems and micromanaging statistics.
1UP: Can you elaborate on "choice"?
BP: As I've mentioned before, choice is a central theme for X-Men Destiny. This choice is illustrated in a number of ways as you play through the game. The most basic choice comes right at the beginning when you are able to choose what your core power set is going to be. After that you will continue to be able to make choices that will evolve your power set over time. Another example of choice comes into play on the story side. There are a number of factions operating in the Destiny universe, and the choices you make while interacting with them will open up certain options for the player, while others may not be accessible.
1UP: So were there any specific lessons from Too Human's development and reception that you've applied towards Destiny's development?
Dave Elton: Destiny really builds on the lessons that Silicon Knights has taken away from all of its games. We also have a number of team members new to Silicon Knights on Destiny, including myself [Editor's note: Cursory research shows that Elton previously worked at EA Black Box, with his last project being Need for Speed: World], who bring a wealth of experience from other projects. Combining the experiences of the SK veterans with the new team members has given the Destiny project some new perspectives as a Silicon Knights type of game, while maintaining our RPG experience and storytelling strengths.

1UP: Specifically, Too Human had a really distinct feel in its combat -- especially due to its use of the right analog stick. Will we see a similar system for X-Men Destiny, or are you changing that?
DE: The combat system that we are using for X-Men Destiny is new, but I believe it also has its own distinct feel. We approach combat from the core feeling and experience that we want the player to have when they are controlling their character. With the player playing a mutant just starting to come into their powers and growing into something that has not been seen before, we felt that our combat system should reflect this different approach and allow the player to grow into the controls.
1UP: Besides the art and story information for Aimi, can you talk about what her gameplay actually is like? Is she designed for a particular type of player?
BP: Each of the playable characters in X-Men Destiny has their own unique back story and style. That said, it really comes down to the core power that the player chooses to equip that character with and then how they customize that power. I think that one of the most compelling things about Destiny is that you could have five different people play as Aimi with the same core power set, but have five different characters based on the choices they make while progressing through the game.

1UP: As a quick refresher, can you also describe the other character, Adrian Luca, that was previously revealed in OXM?
DE: Adrian learned from his father, who was a high ranking Purifier, that mutants should be hated. Adrian must balance how he was raised against his new found mutant powers. Adrian's gameplay style, the same as Aimi, is up to the player to choose. Based on the core power choice that the player makes, each of the characters can be played in different ways. The additional power choices that the player makes throughout the game personalize that character even further.
1UP: There was a bit of fan backlash with Adrian's reveal a few months back. How would you answer these initial criticisms?
BP: The game is still in development and the screenshots seen in that feature do not fully represent the final product. As with all games, the core features, story and characters will continue to be iterated on during development and will evolve over time. What really resonated strongly is that the fans responded very positively to the core concept of the game.
1UP: Finally, what would you say makes Destiny feel like a Silicon Knights game?
DE: I think there are a few things inside Destiny that make it a Silicon Knights game. First off, I think we have created not only a great story but have also built upon a great universe that Marvel has created with the X-Men. The choices that the player makes during the course of experiencing the story, I think, is also part of the Silicon Knights touch, blending both the storytelling and RPG elements that we are known for.
The day that we are looking forward to is when the players have started playing through the game and start talking to each other about the mutants that they are creating. How the choices that they made during the game make the best mutant possible; how theirs is better than anyone else's. Giving the player that type of opportunity to explore different ways of playing through the game with a great story and character building is what makes X-Men Destiny a Silicon Knights game.
If you want to get some more story info on Aimi in particular, click here to read UGO's exclusive reveal.

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