So no, the Twitchers didn’t make the cut.Īww. ![]() It’s very tricky when you’re working on an asynchronous game like this, where the sides play so differently and have such different goals, to keep it balanced. I think in that case it was very difficult to balance those guys out, and give an effective counter-strategy. The Twitchers? Yeah, we considered all of them. I also wanted to ask about the mutated soldier Necromorphs who could mess with time. Necromorph see human players as glowing assemblages of nerve system. Let’s put it this way: we always try to put more in the world than can be easily seen at a glance, to reward hardcore people like that. I’ve just had my first taste of the maps, and I’m wondering if there are any of those graffiti messages in Necromorph-speak from the first game, the ones people could decode using tools on the web… ![]() We went hands-on with the latter at an EA showcase on Wednesday, and cornered Art Director Ian Milham afterwards to talk shop. ![]() The sequel has big shoes to fill, and thankfully it seems to have risen to the challenge, boasting not only a whole new spaceborne environment to tip-toe cautiously across but a team-oriented multiplayer component, pitting human squads against four breeds of oozy, decomposing horror in a race for objectives, items and experience points. Despite its plodding structure, obvious inspirations and unimaginative scares, Dead Space remains perhaps my favourite new IP of this generation, thanks in no small part to its starship setting – Silent Hill, Deep Space Nine and Rapture rolled into one vast, alien-infested and eerily drifting package.
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