2014年6月3日星期二

Volume is something of a throwback to the Thomas

Mike Bithell is taking an old school, player awareness rich approach to stealth gameplay with Volume. A self professed "massive, massive geek for Metal Gear Solid," Bithell says he prefers to empower the player through the type of knowledge seen in Cheap ESO Gold older stealth based games."

It's intentionally a step away from, I guess, the ambiguity of a lot of stealth games in recent years, where information has been obfuscated.Bithell told Polygon in a recent gameplay demonstration. Players of Volume will see the vision cones of guards who might detect them and be given strict visual cues about how much danger they're in."In a stealth game, I want to know the rules," he said. "You never want to have a situation in a stealth game where someone is caught and they don't know why... or they don't think it was their fault. I'm not a fan of ambiguity."

Volume is something of a throwback to the Thomas Was Alone creator's favorite games when he was a teen, Metal Gear Solid and Deus Ex. Visually, Bithell's new game looks a bit similar to Metal Gear Solid's VR missions, the blocky, holographic training grounds that put player's stealth ingenuity to the test.The goal is simply to creep through levels undetected, snatch up gems, then find the exit, all in the shortest time possible."I wanted to pull back from complex inventory management"While Bithell is adhering to some old school design choices, he's essentially removing a core component of many classic stealth games: violence."That's not a massive moral choice," he explained. "It's just that I always play stealth games going around snapping necks, not using gadgets... doing the same thing every time.

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