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Empire Earth II Interview - interview|
| (hx) 09:13 AM CET - Mar,21 2005 |
Computer
Games Magazine has posted
an
interview with Ian Davis of Mad Doc Software talking about
Empire Earth II, the
upcoming next game in the centuries spanning RTS series from publisher Vivendi
Universal Games. Here's a taster:
Computer Games - What can you tell us at this time about Empire Earth
II's multiplayer modes?
Ian Davis - We've got a lot happening in multiplayer. In Empire Earth II
we have the standard multiplayer modes (Death Match, King of the Hill, and
straight Conquest), as well as co-op and observer modes. We've also added new
multiplayer modes for the fresh features in the game (Crowns, Territories,
etc.). For example, we'll have "Hot Spots" for Territories, a specific
multiplayer mode that highlights specific territories on the map. The first
person who controls most of them, wins the game (or match).
Let's look at one of my favorite new game types "Sole Survivor." Basically, it's
a standard "conquest" game, until one of the sets of allies wins. At that
moment, the winning team is automatically broken up (subsequent new alliances
can be made among subsets of the remaining players, but any time there's only
one team left, it's broken up). Now here's the interesting thing: it makes you
think long and hard about who you ally with. Dead in your tracks, it stops you
from simply choosing the strongest player, because the strongest player - just
may be the one that you're playing against later. I find that many RTS games
fall back to: "join the team with the best player, and then win." Empire Earth
II makes every MP match exciting and dynamic with this mode.
It's in Sole Survivor mode that the Diplomacy system gets a real workout.
There's so much more suspense, fear, and thrill in MP games now. Anyone who
makes an RTS game from here on out without Sole Survivor is just being silly.
It's also important to note that Empire Earth II's multiplayer interface (along
with all the interfaces in the game) has been totally redesigned. Since we
started from scratch on a brand new codebase to make a brand new engine, we
reworked a lot of UI elements. As you might imagine, we've been having daily MP
games with the leads on the project for some time now, and it's only gotten
better. All of the info and feedback generated from these (and many other) MP
games, most definitely helped us to balance and improve the game as a whole, and
that in turn helped us balance and improve the SP missions.
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