D
Deleted member 731
Guest
Thread-Ersteller
Also ich hab mal ein Interview für euch, das Nintendo mit den Asylum Entwicklern geführt hat.
Which movies and TV shows have influenced Asylum?
There are many influences behind Asylum, but I would say the main ones are old horror films like The Thing, Hallo'ween and George Romero's 'Dead' Trilogy. We at Darkblack have twisted imaginations, too - which helps when creating a scary-as-hell horror title.
How will Asylum succeed in being spine-shiveringly scary?
First off, we're taking the normal third-person view and shifting it to a first-person perspective, so you'll experience a deeper immersion in the horrors that surround you. Secondly, we're creating an atmosphere that's second-to-none - it invades your senses with every step you take. We work on this game every day and it still scares the living daylights out of us.
What's this 'RagDoll' system that Asylum uses?
RagDoll basically makes game characters react as they would do in real life. When the player wounds a zombie, he will fly off his feet, limbs flailing as he goes, and when he hits the ground he will tumble, twist and bend realistically (depending on how much force was applied). Limbs may well fly off as well!
The animation uses a 'Skeletal Logic System'. How does this affect what you see?
This system allows us to create more realistic character movement. There are no pre-programmed 'canned animations'. Our physics engine calculates all movements, detects changes in the environment and compensates character movement accordingly.
What weapons will we wield in Asylum?
They range from scythes and chainsaws to surgical equipment. Some of these will have to be pieced together as you go, adding a nice twist to the gameplay.
In what ways will the Nintendo GameCube version improve on its predecessors?
Asylum will look stunning. The Nintendo GameCube version will be faster, smoother and include all the console's in-built effects like bump-mapping and specular-mapping. The world around the player will seem more vibrant and alive, too - apart from those undead zombies, of course!
Finally, sum up why we'll all fall in love with Asylum come its release.
The fantastic visuals, the atmosphere, the scenario... I could go on and on. Think of your favourite horror movie moment, and how it made you feel. Scared? Exhilarated? That's what we're trying to achieve in Asylum.
Also mal kurz das Wichtigste Zusammengefasst:
Es wird möglich sein den Zombies alles mögliche abzuballern. Es wird eine neuartige Physik Engine benutzt, die die Zombies richtig fallen lässt, stolpert ein Zombie z.B. fliegt er so hin wie er in wirklichkeit auch hinfallen würde, und die Zombies stolper sogar unabsichtlich. Was die Grafik angeht, wird die GameCube Version hammer aussehen, es werden alle features des Grafikchips benutzt.
Also ich bin mal gespannt.
Which movies and TV shows have influenced Asylum?
There are many influences behind Asylum, but I would say the main ones are old horror films like The Thing, Hallo'ween and George Romero's 'Dead' Trilogy. We at Darkblack have twisted imaginations, too - which helps when creating a scary-as-hell horror title.
How will Asylum succeed in being spine-shiveringly scary?
First off, we're taking the normal third-person view and shifting it to a first-person perspective, so you'll experience a deeper immersion in the horrors that surround you. Secondly, we're creating an atmosphere that's second-to-none - it invades your senses with every step you take. We work on this game every day and it still scares the living daylights out of us.
What's this 'RagDoll' system that Asylum uses?
RagDoll basically makes game characters react as they would do in real life. When the player wounds a zombie, he will fly off his feet, limbs flailing as he goes, and when he hits the ground he will tumble, twist and bend realistically (depending on how much force was applied). Limbs may well fly off as well!
The animation uses a 'Skeletal Logic System'. How does this affect what you see?
This system allows us to create more realistic character movement. There are no pre-programmed 'canned animations'. Our physics engine calculates all movements, detects changes in the environment and compensates character movement accordingly.
What weapons will we wield in Asylum?
They range from scythes and chainsaws to surgical equipment. Some of these will have to be pieced together as you go, adding a nice twist to the gameplay.
In what ways will the Nintendo GameCube version improve on its predecessors?
Asylum will look stunning. The Nintendo GameCube version will be faster, smoother and include all the console's in-built effects like bump-mapping and specular-mapping. The world around the player will seem more vibrant and alive, too - apart from those undead zombies, of course!
Finally, sum up why we'll all fall in love with Asylum come its release.
The fantastic visuals, the atmosphere, the scenario... I could go on and on. Think of your favourite horror movie moment, and how it made you feel. Scared? Exhilarated? That's what we're trying to achieve in Asylum.
Also mal kurz das Wichtigste Zusammengefasst:
Es wird möglich sein den Zombies alles mögliche abzuballern. Es wird eine neuartige Physik Engine benutzt, die die Zombies richtig fallen lässt, stolpert ein Zombie z.B. fliegt er so hin wie er in wirklichkeit auch hinfallen würde, und die Zombies stolper sogar unabsichtlich. Was die Grafik angeht, wird die GameCube Version hammer aussehen, es werden alle features des Grafikchips benutzt.
Also ich bin mal gespannt.