Rabu, 26 September 2012

XCOM: Enemy Unknown Aims to Create Emotion and Tension


The demo for XCOM: Enemy Unknown is now out via Steam, which means any player can check out how the game works, but the development team is still eager to talk about the way the game creates emotion and tension ahead of the full launch.

Jake Solomon, who is the leading designer working on XCOM: Enemy Unknown, says that one of the main aims of Firaxis has been to make sure that players feel sadness when they lose one of their soldiers, just as in the original game in the series.

He told VG247 that, “when your favourite soldier dies, that’s a really emotional moment. You take a look at the game and say emotionally, ‘Wow, that totally [expletive] me’. The one other place you do get that same kind of high is in multiplayer games, and that’s why I think they’re so popular.”

Solomon went on to detail how the first XCOM-created fear on the part of the player by simply being unfair and explained that his own team wanted to make the game balanced as well as full of tension.

He added, “we said, ‘it has to be tactical, but it also has to be fair’, as tactical games that aren’t fair, just aren’t tactical. We started moving our XCOM game toward fairness and that got us worried and thinking , ‘well hold on, is this still tense?’”

The developer also revealed that the multiplayer side of the game, which was revealed late during the development process, was part of XCOM: Enemy Unknown from the start because the developers felt that the game would offer a deep tactical challenge when two human players are involved.

XCOM: Enemy Unknown is being prepared for home consoles, but the PC version will have extra attention poured into it both in terms of user interface and of control scheme.

The game will be launched on October 9 in North America and October 12 in Europe.

Via: XCOM: Enemy Unknown Aims to Create Emotion and Tension

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