As such, the game’s pace is designed to try and touch the player’s emotions by giving enough time and space and allowing them to “take in” the various atmosphere. The game is not about levelling up the character as quickly as possible and speed running through all the content. Travelling on foot is slowest, but you can go where other forms of transportation cannot take you.Īnother design aspect we wished to show is the overall tone, manner, and pace of actual gameplay. You can travel on foot, on a horse (or a mule to be exact…), in vehicles, and of course on a train. Regardless of mission content, you are free to roam the world map. There are, of course, instances where you can zoom in further to an actual real-time gameplay level where you can perform all the real-time actions, attend to Billy’s (the protagonist) needs, and fulfil your missions. Many simple interactions can be performed while remaining in world map travel view, such as clearing up a roadblock or refuelling your vehicle at an oil station. Some are forced, but in most cases, you will have the option to engage or not. During travel in world map travel view, you will come across and encounter various events. Essentially, we tried to create a dynamic, miniature-like representation of the world with a tilt-shift effect. John Choi, the studio’s head of production, provided an overview about the new trailer on the PlayStation Blog: “This is our very first reveal of the world map in Little Devil Inside, and we intended to give you folks a look at how travel works by skipping through a typical mission in the game.
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