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Space Rangers 2 Interview - interview|
| (hx) 08:10 AM CET - Feb,21 2006 |
Gamecloud has posted an interview with Cinemaware Marquee producer David
Mercer and Elemental Games' director of development Dmitry Gusarov talking about
Space Rangers 2,
their sci-fi RPG with turn-based combat. Excalibur Publishing already released
Space Rangers 2 in Europe (check
out this review), but Cinemaware Marquee has exclusive rights for the North
American release, with the retail version due out in March 2006.
Gamecloud - The game seems to have both planet and space based gameplay.
How does Space Rangers 2 handle these aspects of the title?
David Mercer - They are two very different approaches. Space gameplay is
turn based. The way the universe is constantly moving and changing, a turn-based
system really allows you to run through your available options and formulate a
strategy. You can point and click to execute turns, you can execute multi-turn
traveling maneuvers by mapping out your trip then executing your turns as
necessary, or you can engage auto combat so that the combat free flows and
doesn't stop between turns. It really ends up being up to the player to
determine which methodology best suits his or her playing style.
Now, planet battles are very different. Planet battles turn into Real Time
Strategy gameplay - you control a robot building factory from which you design
your combat robots from a large variety of equipment choices. Once you've
created that perfect robot for your combat situation you dispatch them to
fortify your bases, capture enemy bases, or just flat out obliterate the enemy.
One nice little twist is your ability to take first person control over one of
your mechanized monsters and really jump into the game play - you can blast away
in first person shooter mode or strategize from above by organizing your attack
groups. With SR2 it's all about options, you really never need to approach an
objective in one particular way. You imagine it a certain way, you do it.
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