GS: What's the most challenging aspect of working on the game? BE: Definitely the scale of the project! Third-person action adventure games are very complex, and what seem like even simple features or changes end up affecting nearly every aspect of the game. Make a change to how the characters climb objects or geometry, and suddenly the way they interact with every level in the game changes. Change the rate of fire for an enemy that appears in several areas of the game, and you find that places where the designers had already balanced gameplay suddenly break. Because of this we have created more and more area-specific scripted events and puzzles so that we can set up original situations without impacting the game as a whole. With all the elements that make up an expansive third-person action adventure it is important to work in new elements in a way that does not break the rest of the game.
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