Xbox360 Too Human

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Das Teil hat stark was von einem Cybot.
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Das gefällt mir sehr. :D
 
Spitz_pass_auf schrieb:
Schön isses das steht fest :o :o

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Die Settings sind wirklich hammer. Wenn sie die Probs von der E3 06 beheben, wird es ein tolles Spiel. Bei mir steht es so ganz oben in Most Wanted.
 
TooHuman.net: What can you tell us about the variety of weapons in the game?

Denis Dyack: There are classes of melee weapons, and then subclasses of those weapons. For instance, you have the sword, which is a type of weapon like a blade, and it does certain types of damage. But then there are dual wield swords as well which have their own unique animations… and you should see that stuff, it really is insane, I love it. Then you have the two-handed heavy swords. They all have their own game mechanics and their own feel. But that goes further in that we have staffs, and so we have people dual wielding staffs. Then you’ve got the big long heavy staffs that you’ve seen, but there are also hammers that you haven’t seen… and there’s a different class of those hammers later.

Then you get into the guns where you’ve got pistols, assault weapons, and then the very heavy weapons. We can break those down into beam weapons, hybrid weapons which are like plasmas and combinations of matter and energy, and then straight matter like slugs. You combine all of those together and then you add in the statistics. It’s very very robust. There are so many different models and so many different types of effects. It’s kind of intimidating in the amount of combinations that exist. I think people are really going to like it. I think our biggest challenge and what I’m really looking forward to is the mix of real time twitch gameplay with the level of RPG detail. Even without the twitch gameplay this system would be deep enough. We’ve combined both into this interesting hybrid and I think people are really going to enjoy it.

TH.net: You’ve mentioned in the past that the ideal game time is probably somewhere between 15-20 hours for the first play through. What’s your philosophy regarding that with Too Human, both for the people trying to play through once and for those who are going to be investing a lot of time playing through multiple times or in multiplayer?

Dyack: Good question. The first time you play through you are going to finish at level 30. That first play through is really going to attract a certain type of player, which I think are more of the short term or mainstream gamers. Then there’s going to be the hardcore, the people that want to get to level 50 and max out their class. So the second time you play through at the next level of difficulty you’ll be at level 40. And then maybe you play through a couple of more times on the most difficult level to get the epic items and you finally get to level 50 and start the hunting and gathering. It’s sort of the things that kept World of Warcraft going after that first experience of exploring the worlds. I think that’s really where Too Human will come in to its own and where its longevity will be.

I think 15-20 hours is probably what we are estimating right now for the first play-through, but who really knows? There will be a decent amount of play for the first time through the single player. But after that, we’re having it so that you can play through again and the setups will change, the enemies will change, the types of behaviors they will do will change across the board. We’re hoping that players will continue to play with their friends and continue to hunt and gather through the next title.

TH.net: You said the setups will change. Explain what you mean.

Dyack: You guys have seen the “Conan” moment when you come across the bridge in the Hall of Heroes level. That first room can have four setups; so it might be that there is a troll there, or they are firing missiles at you instead… so imagine coming into a room where you think you know exactly what is going to happen but it is totally different. We can move objects around in a room and sort of randomize the situation you are in. So every time you play you are not going to say “ok I have to go right here, left here, kill this guy.” That’s going to change; we can even change it randomly. We’re still deciding how much of that we are going to do, but we are really designing it for subsequent play-throughs. The first time through we want to have a set experience, but after that we will change it up.

TH.net: We saw some destructible environments in the demo today. Is that going to impact gameplay in any way? For instance, will there be loot drops hidden in some of those areas?

Dyack: Yeah, but you have to be careful with that stuff. It reminds me of Doom where you had to look for the invisible walls. That’s not fun. We don’t want to have those needle-in-a-haystack moments. Most of that is there for effect. They do add to the gameplay, but by in large it is more for a nice layering effect. It’s kind of like in Metal Gear where you could shoot anything. That was cool, but you really didn’t get anything out of it. So I don’t want to say it will affect gameplay because I don’t really believe that it will. I think very few games do that. Some have tried, and quite frankly, I think have failed. We’re not doing that.

:)

Spiel wird gekauft.
Aber hoffentlich kommt es erst 2008 - Werd mir dieses Jahr eh schon mehr Spiele kaufen als ich eigentlich wollte :blushed:


Sieht einfach genial aus:
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Nun, das Spiel wird von Microsoft selbst entwickelt. Denke schon das es ein sehr gutes Spiel wird. :)
 
Sylux schrieb:
Nun, das Spiel wird von Microsoft selbst entwickelt. Denke schon das es ein sehr gutes Spiel wird. :)
Eher wird es von Microsoft selbst finanziert. Entwickler ist noch immer Silicon Nights. Aber man merkt schon, dass die sich wirklich Mühe geben; das Design der Schauplätz ist wirklich zum niederknien. Zumal es anscheinend auch sehr viele davon gibt.
 
Ich will das Game auch! Aber hoffentlich kriegen die diese Nahkampf-Sequenzen noch hin, wenn ihr wisst was ich meine. Es wirkt alles noch ein bisschen steif, puppenhaft blöd gesagt. Die Roboter fliegen nach einem Schlag wild durch die Gegend und es sieht so aus als ob sich Baldur in den Kämpfen alle 3 m durch die Gegend beamt um wieder einen Roboter durch die Gegend zu schlagen. Können die das nicht so hinkriegen wie die es in dem E3 05 trailer hinbekommen haben? :(
 
Sieht einfach nur atemberaubend aus :eek5:
Diese RIESEN schauplätze ist echt wie in einem Kinofilm :blushed:
 
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