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Mapy, nekromorfy, bronie - multiplayer w wywiadzie ze Scottem Probstem |
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During the EA November Showcase 2010, we had a chance to try the Dead Space 2 Multiplayer map Solar Array. After several games we also had a chance to sit down and interview the game’s Producer, Scott Probst to get some more details on this new addition to the Dead Space 2 game play. Hit the jump for the interview.
HD: When I was playing the demo, the Spitter and the Puker seemed like they were pretty much the same character. What’s the difference between them?
Short range versus long range tactics. The Puker is meant as a short-range creature; the puke is a short range weapon and it has melee capabilities. The Spitter, by comparison, can hang out on a perch and spit long distances to take out enemies.
HD: The monsters seem to have a lot of variety, but by comparison there seems to only be the one human variant. Are all the human characters just generic soldiers?
The human players all start with the same basic construct, the variation comes in through personalization and customization. As you level up in the meta game you can unlock new weapons, abilities (damage, range, etc.), and suits; so the humans become more customized and personalized as you play.
HD: How many levels/maps are there?
There are five (5) different maps in the multiplayer mode; the maps are integrated with The Sprawl; they are all situated within The Sprawl, although you can’t access them through the single player mode.
HD: When you’re playing as the monsters, the objective seems pretty obvious (destroy the human players); how do you win/survive the level as the human players?
The different maps have objectives. Take the Titan map for example: there are three different pieces you have to find and bring to the center of the map. Once all three pieces are in place the construct will build up a charge that discharges through the map and opens an escape route for the human characters while killing the monsters. But, bringing the pieces together isn’t enough. It takes a minute for the construct to fully charge; during that time the monsters have a last chance to destroy the construct and abort the build-up.
HD: Can you disable team kill?
No, for one thing, we feel that if there isn’t friendly fire, then it isn’t Dead Space. More importantly, it directly impacts game play. If you’re playing with a team and a bunch of monsters swarm your teammate, and there’s no friendly fire, you can just unload and kill the monsters. With friendly fire, you can’t do that since it would kill your teammate; you have to think strategically about how you’re going to help your teammate.
HD: Is multiplayer available from the start or do you have to unlock it?
You don’t have to unlock it; multiplayer is available right away.
HD: I know I’m not supposed to ask about the single-player mode, but do you need to have played the first Dead Space to play the second?
You can jump into single-player mode without playing the first game, but you will get more from the second game if you’re already familiar with the lore because it builds on the lore in the first game. For example, Isaac goes in already knowing how to deal with the outbreak because he’s survived the first game, but he still has the dementia to deal with, which colors how he approaches the situation.
HD: How many players can you have in the multiplayer mode?
You can play with teams as large as 4×4 and as small as 2×2.
HD: If you’ve played and completed the first game, can you import your character and use it in the second game ala Mass Effect?
No, but there is a tie in with Dead Space: Ignition. It’s an animated comic that builds on the lore from the game; the first save gives you an exclusive suit that you can use in Dead Space 2. Some other tie-ins are:
Dead Space: Extraction – came out last year on Wii and will be available on PS3 Limited Edition with Dead Space 2 launch.
Dead Space: Salvage, (animated comic)
Dead Space: Martyr, (novels)
Dead Space: Aftermath (animated feature)
Big thanks goes to Scott Probst for taking the time to talk with us and to Melissa Ojeda for setting up the post hands on interview.
¼ród³o:helldescent.com/2010/11/27/interview-with-dead-space-2-multiplayer-producer-scott-probst/ |
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