![]() The game-changer, however, is the OWL- a versatile combat drone controlled with the DUALSHOCK®4's innovative touch pad, that functions as an extension of Kellan, dramatically augmenting your abilities and offering a host of new tactical options. Utilize an expansive arsenal of futuristic weapons and gadgetry - As an elite operative of the VSA, you have a vast selection of multi-purpose weapons and tech at your disposal.The new DUALSHOCK®4 wireless controller and its refined analog sticks and improved triggers further enhance the shooter experience. Shadow Fall delivers breathtaking environments, jaw-dropping futuristic setpieces, and smart enemy AI-all rendered in full native 1080p. Built from the ground up for next-gen - Killzone: Shadow Fall is the only FPS launching this holiday season designed exclusively for the next generation of gaming, serving as a true showcase for the unbridled power of the PS4 system.Your choices will determine the world's fate. A new breed of hero for a new vision of Killzone - As Shadow Marshal Lucas Kellan, you represent Vekta's finest, entrusted with stabilising an ever-deteriorating cold war.I think it’s important to expose that in the game. Who is the bad guy in this war? It’s always a gray area. I think it’s an important theme to look at. Have you worked in a lot of parallels to the historical Cold War?īoltjes: We take inspiration from real-world events, yeah. GamesBeat: You have a bit of a cold war theme in the story here. We’ll help you make it popular and find other people to play against.” It’ll be interesting to see how that pans out. Why should we limit them? That’s the power of what we’ve tried to achieve. Rather than saying, as a developer, “Everybody go play this”-all different people want to play different things. GamesBeat: Allowing for those kinds of modded maps to be shown front and center, the custom warzones, is that something you’ve moved toward over time, or is that a significant departure?īoltjes: We want to give power to the players. ![]() We’re going to look at the community, see how things develop, and react as we go. Either the community can turn off the weapon in their custom warzones, or we as a developers can tone it down on the fly. Postlaunch, if we see that there is an exploit, we can do two things. But the good news is, this time around, we can change weapon characteristics on the fly, without releasing a patch or anything like that. We can never 100 percent guarantee that it’s fully balanced, because there are always people who figure out a way to exploit something. We’re a shooter, so the most important thing is weapon balance. We’ve playtested - I don’t want to give a number. GamesBeat: Are you finding that people are choosing the most powerful weapons at first, ignoring anything that’s not as powerful?īoltjes: We’ve spent a lot of time on creating a balanced spread of weapons. You can put stuff on there to brag – “I’m a support player, I’ve done a lot of support challenges.” I can make my player card announce that I’m a support specialist. Every time you kill someone, they see your player card. Your rank goes up, but we also have something called your player card. On top of that, you get a lot of boosting material. The core abilities are unlocked at the start, but you can get improved versions as you complete challenges. You can unlock improved versions of abilities. You can tailor a weapon more toward how you want to play. The guns are unlocked from the start, but when you complete new challenges, you get new scopes, you get new secondary fire options, things like that. ![]() As you unlock challenges and so on, you do two things. ![]() What does that do to the multiplayer gameplay?īoltjes: We start out with a level playing field, but what we wanted to do is allow people to become better at their playstyle. You’re meeting challenges and ranking up. GamesBeat: In multiplayer, then, you’re earning different kinds of things. You’ll get more abilities as you play along and so on. In single-player, it’s more structured, though. We want people to join, on day one or a year in, and play how they want.” In a lot of games, you have to invest a lot of time in order to be able to play that way. For me, I’m more of a support type of player. Eric Boltjes: We want people to be able to pick up our game and instantly start playing how they want to play.
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