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Prince of Persia Warrior With Q&A - interview|
| (hx) 06:29 PM CEST - Sep,16 2004 | Ubisoft sent out a prearranged Q&A with
Prince of Persia Warrior producer Bertrand Helias, as he talks about the
upcoming next game in the Ubi Soft action-adventure game series:
So far, we were under the impression that combat was the major focus of
PoPWW. Is it true or did you work on other gameplay elements as well?
Bertrand Helias: Yes. The new Free Form Fighting system has been the core
of the development efforts of PoPWW. We wanted players to get the best combat
experience currently available in this genre.
But we also know that the Prince of Persia series success is due to its unique
mix of gameplay and we wanted to keep it, and even make it more engrossing.
PoPWW gameplay will keep the classic components: combat, acrobatic navigation
and enigmas to solve. We know people like to explore stunning environments as
well as use their brain in a Prince of Persia game and they will have huge
opportunities to do that in PoPPWW.
What is the balance between these different gameplay elements?
Bertrand Helias: Well, the story of Prince Of Persia: Warrior Within is
the one of a man fighting for his life, to defy a fate that has already been
written -so, combat will naturally be the core of the experience. The combat
will be very diverse, offering a large variety of combos, enemies' behavior and
tactics ... But what we mostly wanted was to make sure that navigation puzzle
solving and combat would be embedded together. So in PoPWW, these gameplay
elements are not built in sequences, but really tied together: you will have to
navigate WHILE fighting, chase enemies on beams structure, trigger a mechanism
to kill enemies etc ... I believe this unique blend makes the experience
absolutely enjoyable
Tell us about the new navigation moves that you implemented in PoPWW. Why did
you add these moves?
Bertrand Helias: Our initial desire since conception is to provide an
experience that would be close to swashbuckling and Hong Kong movies. Of course
this is true in combat (look at the new fighting moves in previous trailers like
the new wall attacks or the moves around pillars), but this is also visible in
navigation: for instance you will now be able to go down walls by stabbing your
sword in huge curtains and slicing them down; you can also do longer walling by
using ropes etc ... eventually I think players will really enjoy this new
freedom in navigation just as in combat.
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