![]() Because we didn't want it to turn into just a random crazy quilt, what we've done is we've got distinct suit looks. Patrick Redding: "So, just to be clear, when we talk about Gear, we're talking about your melee weapon, your ranged weapon, and your suit, which has certain armor characteristics.Īnd then there's your suit style - that's the sort of 'skinning' of the suit. In fact that range remains actually quite robust throughout the entire game".Ģ9 Images How do character skins work? Are they made up of individual pieces of armour, or full outfits?įleur Marty: "They're a mix of all that." Patrick Redding: "Between the ability tree for Red Hood (which is very unique), and his gear spec, and the way you can modify and upgrade both his ranged weapons, his melee weapons, and his suit - absolutely. ![]() How different can the Knights become? Will my Red Hood be different to someone else's Red Hood? Like, 'Is this a situation where I'm going to maybe swap out a piece of equipment, because I think I'm going to handle it better that way.? Do I want to take a more stealthy approach?' All of those are options that are available to the player and, and the level of your enemy is just one factor in deciding that." And how you approach each of those situations, it presents you with some choices that you're going to have to make. "It's really that, when you encounter open-world crime activities (and other activities that involve the AI), you're going to see a range, right? You might see guys that are a little bit weaker than you, and guys that are a little bit stronger than you. But it's not a grind, it's not a situation where you'll say, 'Oh, God, I have to go grind this type of mission in order to level up to this, and then I can get this.' Patrick Redding: "It's true that, as you are getting more powerful in your progression, you're gonna see a sliding scale in terms of not just the level of the enemies, but even some of the types of enemies that you're going to be coming up against. And no, there's no level gating whatsoever." What do enemy levels mean to the player, then? Patrick Redding: "It is one open world city, right from the start. ![]() And some of that will tie into that bar that we'll be talking about in the future."įleur Marty: "There's a bit of a strategic approach to it." Is this a fully open world? Will areas be blocked off or level-gated? Yeah, you have special abilities in your ability tree that you'll unlock, and you can choose to unlock it in different ways, as well as how you use your gear. Patrick Redding: "It kills me how fast people pick up on these things. Play Are special abilities tied to the 'stamina' bar in the bottom-left corner? ![]() "The way you're accessing some of your special moves and things like that can vary I'm sure, but in terms of having both attack and defensive choices, having a range of combo choices, having variations in strike types and attack types, being able to combo in your ranged attacks as well as your melee attacks - all of that is there, and I think will be comfortable for people who have played modern, contemporary third-person action-adventure style brawlers." Patrick Redding: "We have gone through and iterated on control schemes quite a bit over the course of the whole project, but it'll be comfortable to people who are familiar with third-person brawler type experiences." Here's what we've learned: Will combat feel like the Arkham games? Is this a familiar beat 'em up combat system? Thankfully, I got to speak to creative director Patrick Redding and senior producer Fleur Marty, who answered many of the questions we were left asking after the reveal - from how the open world works, to whether you can play co-op with two of the same characters, to how gear and costumes will work.
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