AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Have a nice death recensione11/25/2023 Possibly the greatest difference of Another War (besides background) is importance of the longer range weapons. In fact we had to clip these expectations to the reality that meant we had to focus on one approach – now I feel the game is closer to Diablo than to any of the above mentioned games, but Baldur’s Gate is still a fair comparison. I am writing this because indeed, we wanted our game to go further than Fallout, deeper than Baldur’s Gate and have more action than all Diablos together. Then it turns out your budget and time are tightly constrained, that things that seemed easy are extremely difficult, that your hardware and software is too limited to give results quickly and/or painlessly. So what game exactly is Another War? We know it's a title for a roleplaying-game, but It'll take place in the WWII Europe,and this adds a lot of originality! Could you describe for us this game in order to give us an idea of what are you aiming for?For example,will AW be a thinking-RPG like Fallout 1,2, or will you lean on a more direct approuch when dealing with combat and encounters like in Diablo and its sequel,or perhaps a compromise like in Baldur's Gate 1,2? Being a creator of anything is a difficult task – you have an idea that excites you so much you’d like to tell about it to the whole world. What could be a result – a WWII isometric RPG. So, we got the top programmer from old Odium team, character modellers and graphic designers who made this game and brilliant storywriter with Pythonian ideas. We were looking at charts with topping 2D games with deeper storyline than the average shooter we would do again. Pretty short marketing research told us this would be not the most exciting way to use our talents. First we wanted to work together on sequel of Mortyr – our first internationally recognised game. Gorky 17 – a game called revolutionary by important gaming sites and mags. Most of the development team joined Mirage after working on Odium aka. To start things off, why don't you introduce us to the developing team, the reason behind you making a game, and how you got things started? When starting this project we had to decide what genre we know the most, what kind of graphics will utilise our skills the best, what kind of game has chance to sell good. Hi, thanks for taking time to participate in this interview. Yes another site has published our interview!! This is not correct, but we have decided to publish our interview only in respect for our readers. With a regrettable behavior Cenega sent our interview, with our questions, to another site. We decided today to publish together this two articles. In the meantime we also received a beta version of the game. After two long months we received the reply on date 11 February. Either punish me with a grind, or respawn me in the same place I died! I promise you, I can take it.We sent our interview with Cenega regarding its game Another War on 19 December 2001. (To make matters worse, there's no map to be found in any of the dungeons.) Death's Door is judicious with its checkpoints-fine by me-but there's also nothing stopping you from bolting past all the enemies you've dispatched in previous runs, which makes the corpserun a little pointless. This is one of the ancient miseries associated with the genre, and for a game that specializes in efficiency, too much backtracking can really take the air out of the ball. Death's Door doesn't quite match the immaculate level-design guarded by the Nintendo braintrust, which meant that I spent a couple parts retreading through the corridors over and over again trying to track down the last key to unlock the next encounter or whatever. That sublimity is only disrupted by a few problem spots. Nobody has the privilege to die in a puff of smoke. Acid Nerve lays on the controller shake every time steel connects with flesh, and the cretins ragdoll to the ground like pro wrestlers. In fact, I was almost surprised by how violent Death's Door could be. It wouldn't have hurt if there were a few more flourishes on top of the standard roll-and-slash combat, but the system works. But attacks and evasions can be chained together fluidly, and none of my many restarts felt particularly cheap. (Image credit: Acid Nerve/Devolver Digital)ĭeath's Door can be a difficult game, and some of its later sections throw whole armies in your little crow's path.
0 Comments
Read More
Leave a Reply. |