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Bad Memories 2000-01-23 Chet | This was everywhere. It took burns
to remind me of Trespasser and waste my year in therapy. |
| Call Of Cthulhu Quote:
"Our advanced real-time physics will be an essential part of
the gameplay and atmosphere creation. Most games these days feature an element of physics,
such as the bouncing of a grenade or the pushing of a crate, but we will be moving it
forward a lot further by accurately simulating physics on most objects in the game.
Therefore, if you throw dynamite into a warehouse, when it explodes, the windows might
smash, debris will be thrown about, and the walls might collapse. This is not just some
scripted event; the force of the explosion will be calculated by the physics engine, and
everything will react accordingly.
In terms of gameplay, this has far-reaching implications as it means there will be a
number of ways to solve any particular puzzle. For example, should you need to move a
heavy object, pouring oil on the floor would reduce the friction. However, this would also
reduce the friction for you, meaning you, as well as other creatures, will slip around all
over the place. Water will behave realistically, so objects dropped into it will float or
submerge, depending on their weight. We can also simulate events such as driving a car or
piloting a plane."
Trespasser Quotes:
"We feel a lot of games are trying to hit the ball out
of the park with one feature or another, be it their multiplayer feature, their rendered,
the weapons they have - we're really working with advanced technology here and we think
it's going to be a breakthrough product. The major feature we have over everyone else is
the physics engine" Rick Flier.
"As far as the player is concerned, puzzles will arrive
in many different shapes and sizes. Sticking with the door concept, if a player comes up
to a door that won't open in the normal way, what do you do? Maybe you pick up a log and
smash the door. Maybe there's a window on the door you can break, jam something through to
the other side, and release the latch. A lot of these guys worked on System Shock and that
game had some limited physics interaction but this thing (Trespasser) is fully physics
based. Everything from the Dinosaurs to the doors to a rickety little table, which you
could literally knock down, turn over, and break the legs off and use one as a weapon or
whatever." Rick Flier
"Our puzzles. Our puzzles are free-form, and that sounds dangerous, because it
implies they might be frustrating, but again, we have tested the hell out of them. The
best moments will come when you solve a puzzle by thinking of a motion we didn't see, or
wasn't obvious according to the visual clues we gave you. For example, we might give you a
plank to get over a fence, but instead, you spring yourself up some clever way. You might
set a crate up, shoot it with a gun onto the other end of the plank, and that flings you
up over the wall. It can happen! You will be so proud of yourself, strutting around and
thinking, "I am the king of the world!" That is where I get my joy out of puzzle
solving. That, and after I solve a puzzle, I want to be led into a new area. I want a new
environment to explore, a new set of challenges, and more stuff to do. Trespasser is all
about that kind of payoff. Seamus Blackley
Quake is a great game, and all the 3D shooters are very alluring, but Austin and I
feel that interactivity with a game world is really, amazingly fun. We have testers who
come here and spend two hours putting planks together, floating them out into the water,
jumping on them, throwing stuff in, knocking things down, and playing with the world .
It's unbelievably, incredibly fun to do things like that. On top of that, you haven't seen
anything until you are holding a shotgun and shooting at a Raptor, and he jumps on top of
you, knocks the shotgun out of your hands, stands on your chest, and starts eating your
face! That is just outrageous! You just don't see that in other games. Seamus
Blackley
Do you need more?
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