วันศุกร์ที่ 1 กรกฎาคม พ.ศ. 2554

We sat down with Telltale to discuss and play their upcoming cinematic adventure game. It has dinosaurs in it!

It 's been 18 years since our first encounter with the T. rex and Velociraptor from Isla Nublar, the hiring of Steven Spielberg' the 1993 film Jurassic Park, Today at E3, we have a chance, Joe Pinney Designer, Telltale talk 's upcoming Jurassic Park game, and we were impressed with the way the title seems to remain true to the spirit and style of the film, while telling his own new story.

Despite the tone of the Jurassic Park game, which is heavier than the known best for Telltale games like Sam & Max and Back to the Future, said Pinney, that Jurassic Park will focus on story and character, the fans of Telltale have of us be expected. He said one of her wishes with Jurassic Park is for the players back on the experience of seeing the film for the first time, to balance the wide-eyed wonder to hit delicate character moments and intense emotions that made the movie.

Instead, the inventory-based puzzles, which are common to the adventure genre, Pinney said that Jurassic Park 's riddle would be much more direct manipulation of the environment. He launched a demo of the game, let us see for ourselves how it actually played. One of the first things we saw was a woman climbs a ridge. As they climbed, calls left and right shoulder button appeared, holding her Pinney climbing down. It reminded us strongly of heavy rain. The character was Nima Cruz, a smuggler, Isla Nublar had come to the Barbasol can be extremely valuable dinosaur embryos, which are the hapless Dennis Nedry fallen into the film. Nima had a no-nonsense toughness to her that made her instantly likeable. Your partner Miles, on the other hand, came up immediately, as superficial and egotistical, a man more on the possibility of a big score, as with his own safety or someone else 's.

Nima and Miles soon found the vehicle Nedry been driving. There were button icons on the vehicle 's driver' s side window, the windshield and the door handles appear, indicating that everything could be tested, or interacted. It seemed that this was how you would interact with the environment throughout the game. The lack of inventory icon or other interface confusing was the screen, the visuals more filmic, not only to screen button with a cursor to see what you want with the pixel-hunting that some adventure games Moore will not do it interacts issue here.

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