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[Article] TVG.com Interviews EA on Warhead
Totalvideogames.com has recently done an interview with EA's Associate Producer Ben O'Donnell concerning Crysis Warhead and some of it's features. There is a plethora of different information contained in this interview, including some new information, such as the introduction of automated ammo pickups.
Gameplay Tweaks
One of the topics discussed was some of the gameplay tweaks that would be new to Warhead.
quote:So there are things like the automatic ammo pick-ups; we've actually got it defaulted so that when you get into a vehicle it's automatically a third person view. We're just trying to make it as accessible to every kind of player as possible, but obviously you can still go into first-person mode and if you play the game in Delta you have to pick-up ammo. It's another little difference in difficulty levels.
Gameplay Variety
Even though players may look at the demo videos and see tons of explosions, Ben explains how there are many ways the player can go about acheiving their goals.
quote:We don't want people to think that they can't play the game in stealth. If someone has a certain play style, that's great, and the game's been balanced so that you can play any way you want. The fact is that there are a lot of events happening around you like the air support, or the bombing runs and things like that.
So there's a lot more eye candy for players, but they can play the game however they want really. But with the main character being this much more high impact guy, they've given you the tools that you need if you want to play like some kind of nutter and play the hell out of everything.
Psycho's Storyline
They even explain how this storyline will come into play and relate to the original Crysis storyline.
quote:It happens in exactly the same timeframe as Crysis and from the moment he leaves you in Harbour - which you never really know why; it's never really explained in the story - then he turns up on the ship at the end with this [really] big alien, and this tells the story of that. It's hinted at towards the end, in the final cut-scene, about what he's been up to and what's happened, but it's never explained, so we thought that would be a nice way of expanding the story.
As a character he's a lot more vocal and a lot more high impact in the way that he goes about things, so we've tried to bring that across in the gameplay and how the levels are designed as well.
If you wish to read more about this topic, consult the link below to look at the full interview.
Werde es evtl mal übersetzen^^
http://www.crymod.com/thread.php?threadid=33454