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 Gangsters 2 Interview - interview
(hx) 12:05 AM CEST - Jun,01 2001
BarrysWorld has conducted an interview with John Stapleton, the marketing manager on Gangsters 2, who explains how this game differs from its predecessor.
BW: What’s the main difference between this and Gangsters 1?
JS: Here are some of the main differences:
Real-time, day and night, context sensitive orders, multiple cities, specialist skills, the family tree (these are all covered elsewhere) along with:
Muscle – Each of your gang members can be escorted by "muscle" - a group of up to four hoods that will flank him while he carries out orders. If your gangster gets into a gunfight the muscle will do their best to protect him. If your gangster is on the offensive the muscle will help against your target.
Objectives – Cities will have player objectives. These will vary from broad objectives such as wipe out the opposition in any way you see fit, through to elimination of specific individuals or businesses.
Non-grid cities – City layouts have changed dramatically, the generated standard grid structure is gone. We will design cities with layouts that offer more strategic opportunities for the player. By running an event timeline in each city we will be able to create plots and objectives that are unique for each city.
Street maps – There are now several levels of magnification for the overhead view city maps. You can get a truly micro or macro view of the city. Maps have been rotated by 45° so movement of people on the overhead map matches the isometric view. Road names and city districts now appear on the maps for easier navigation.
Weapons – The weapons system for Gangsters 2 is being reworked, with more emphasis on range, rate and arc of fire. As an example a rifle will have a greater range than a machinegun; a bunch of hoods holed up in a dead end may well be able to pick off a couple of rivals with rifles before they get in machinegun range....

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