Chinaton wars site is geupdate ook met nieuw deel van het ign interview!
IGN has published the 2nd piece of their 4 part interview with Gordon Hall from Rockstar Leeds, "Cars, Combat and Missions in Chinatown Wars". This follow-up to last week's Q & A touches on how the team approached creating cars, weapons and missions that were unique to the DS, including details on the return of rampages to the Grand Theft Auto series. Here's a choice excerpt on how cars were created uniquely for the DS to retain the Grand Theft Auto feel:
"...if you look at the cars, there is detailing that you would expect to see on a 'console' version - fenders, grilles, working tail lights and indicators - even smashable headlights. The damage system is very comprehensive, you can break all the major hinges on doors and bonnets (hoods), pop out all the lights, and if you like, you might end up with a car that even a wreckers yard would turn away. Details like this make the game fun to play for a long time." - Gordon Hall, Rockstar Leeds
Click here for the full interview and stay tuned for parts 3 and 4, coming soon.
uit het intervieuw haalde ik ook een paar leuke stukjes
Hall: Vehicle variety has always been at the heart of the GTA experience. There are over 100 different vehicles in the game - most of which have multiple paintjobs; again, this was an early decision - we wanted all the aspects of the world to be as varied as possible and seeing carbon copies of cars rolling down the street was simply unacceptable. GTA fans would expect every vehicle to handle differently, and we try very hard not to disappoint GTA fans.
Hall: Fun, fun, fun. We wanted massive explosions and lots of gratifying feedback happening in front of you, it's great to be able to destroy lots of stuff onscreen! Again, it's all in the details, peds on fire need to look right, they are thrown backwards when shot or affected by explosions. One cool thing I can think of that came out of this was when a ped was being thrown back by an explosion and I then shot them with a shot gun that totally changed their direction they were flying. The chain saw is most excellent as well, you get to see guts flying everywhere! The range of weapons was defined quite early in terms of their iconic status and gameplay value. For instance, a fire extinguisher is of limited use, but a flamethrower - untold fun.
Hall: We were enormously excited to bring the rampages back, since they're a great thing for a handheld GTA - little slices of instant manic action. But at the same time, we recognised that they'd been in a lot of GTA games, and we needed to change the formula a little to keep them fresh and interesting to players. When they trigger a rampage, the player has 90 seconds to cause as much damage as possible. You're not restricted to using just one gun any more, but you're given a weapon and you'll earn bonuses for using it. We've also put bonus multipliers in to reward quick action.
http://au.gamespot.com/ds/action/grandthef...s/video/6205683
Chinaton wars site is geupdate ook met nieuw deel van het ign interview!
IGN has published the 2nd piece of their 4 part interview with Gordon Hall from Rockstar Leeds, "Cars, Combat and Missions in Chinatown Wars". This follow-up to last week's Q & A touches on how the team approached creating cars, weapons and missions that were unique to the DS, including details on the return of rampages to the Grand Theft Auto series. Here's a choice excerpt on how cars were created uniquely for the DS to retain the Grand Theft Auto feel:
"...if you look at the cars, there is detailing that you would expect to see on a 'console' version - fenders, grilles, working tail lights and indicators - even smashable headlights. The damage system is very comprehensive, you can break all the major hinges on doors and bonnets (hoods), pop out all the lights, and if you like, you might end up with a car that even a wreckers yard would turn away. Details like this make the game fun to play for a long time." - Gordon Hall, Rockstar Leeds
Click here for the full interview and stay tuned for parts 3 and 4, coming soon.
uit het intervieuw haalde ik ook een paar leuke stukjes
Hall: Vehicle variety has always been at the heart of the GTA experience. There are over 100 different vehicles in the game - most of which have multiple paintjobs; again, this was an early decision - we wanted all the aspects of the world to be as varied as possible and seeing carbon copies of cars rolling down the street was simply unacceptable. GTA fans would expect every vehicle to handle differently, and we try very hard not to disappoint GTA fans.
Hall: Fun, fun, fun. We wanted massive explosions and lots of gratifying feedback happening in front of you, it's great to be able to destroy lots of stuff onscreen! Again, it's all in the details, peds on fire need to look right, they are thrown backwards when shot or affected by explosions. One cool thing I can think of that came out of this was when a ped was being thrown back by an explosion and I then shot them with a shot gun that totally changed their direction they were flying. The chain saw is most excellent as well, you get to see guts flying everywhere! The range of weapons was defined quite early in terms of their iconic status and gameplay value. For instance, a fire extinguisher is of limited use, but a flamethrower - untold fun.
Hall: We were enormously excited to bring the rampages back, since they're a great thing for a handheld GTA - little slices of instant manic action. But at the same time, we recognised that they'd been in a lot of GTA games, and we needed to change the formula a little to keep them fresh and interesting to players. When they trigger a rampage, the player has 90 seconds to cause as much damage as possible. You're not restricted to using just one gun any more, but you're given a weapon and you'll earn bonuses for using it. We've also put bonus multipliers in to reward quick action.
paar screens
link naar interview
http://ds.ign.com/articles/958/958678p1.html
Bewerkt: door Ruben-LWD