![]() ![]() "We have a brand new art director for this game, and he was really good. In particular I really liked the look of the black and white visuals for the cutscenes, it looks great. I really think we've really pushed the bounds with this one." ![]() You know that in open world games versus linear games, it's much more difficult to make a great looking world because you've got to worry about streaming and there's only so much memory you have in that kind of case. "Even just the sheer improvements we made in the story and visuals of the game really have taken it to another level. And the other part really was that we had a group of people that were crazy enough to know how to go even more over the top this time. So we knew we had some places to improve and build on, right, and that was the main building block. We had in some places - again, I mentioned before - some shortcomings. "Because of it we had some great stuff, some amazing stuff that came out of it, the powers people loved. How do you develop a game that is even more over the top than that? You know, the advantage for us was making the first IP, we had to take a lot of risk and challenges in the first game because we really created something design-wise that was bigger than the game we ended up shipping. "The biggest challenge in this case was we had an over the top game to begin with. What challenges are there when you develop a sequel to an open world game? The sequel looks like it will deliver more of the same, and as well as the customary tweaks to make a better sequel, it brings a major twist in making previous lead Alex Mercer the sequel's antagonist.ĭigital Spy chats to Radical's studio vice-president David Fracchia about fan reaction to this change, and how it's making missions more diverse. Prototype was a bloody, action-filled open-world title that was acclaimed for its fun and open approach to combat. ![]()
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