villain of the story
Arcane
Last thread about anything Metro (first game, upcoming sequel or the book) was in 2011 so, new thread.
Latest RPS interview:
http://www.rockpapershotgun.com/2012/06/15/4a-on-why-metros-getting-smarter-not-dumbed-down
(margin to avoid the ads fucking with readability)
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Recently saw the mention of bullet economy being removed in some thread here, so, addressing that:
They are not "westernising or dumbing down" the game
They are saying pretty things. First game had many issues but I truly enjoy how a RUSSKIE FPS has finally caught up with and is gradually leaving behind western AAA shit. And I also love the fact that the game is actually markedly Russian, from environment to the characters and certain social depictions (in the first game) ie. not catering to the white Americunts despite being made by a team of non-Americunts *cough*CryShit*cough*.
Now go ahead and make a truly sandbox STALKER, people!
Latest RPS interview:
http://www.rockpapershotgun.com/2012/06/15/4a-on-why-metros-getting-smarter-not-dumbed-down
(margin to avoid the ads fucking with readability)
.
.
.
.
.
.
.
.
.
Recently saw the mention of bullet economy being removed in some thread here, so, addressing that:
RPS: So you’re making things a lot more apparent and you’re definitely trying to avoid dumbing it down. Where’s the line between ease-of-use and “dumbed down,” though? Because that’s something that a billion different developers have said, and their games come out and people are like “No, I’m pretty sure this is actually dumbed down.”
Beynon: Yes, and dumbed down is when you say, “This mechanic or this feature is too hard for a player to figure out, so we’re going to simplify it, simplify the button press or simplify the mechanic or take it out of the player’s hands and do it for them.” We’re not doing that with any of our mechanics. There’s so much more stuff going in. So much more depth in pretty much every direction.
So when I say making something accessible, it’s introducing our complex mechanics in a narrative fashion rather than what we did with the first game, where you’d have a tooltip come up the first time you did something. Like “press X to put the mask on.” If we can blend an explanation of how these mechanics work into the storytelling a little better, then we’ll introduce them in a more elegant way to the player while keeping them intact within the game.
They are not "westernising or dumbing down" the game
RPS: So, first off, what’s the deal with the bullet economy this time around? Is it in or out? I’ve heard mixed things.
Beynon: It’s in. I think we were still discussing exactly how we were going implement that last time and, you know, all options are still on the table. But there’s quite a vocal fan response, which may be guiding part of our thinking. It’s staying in, though.
The thing we’re already working on is how we communicate that system better to the player. Metro’s full of a lot of quite complex game mechanics, and I think if there’s one thing we didn’t do very well in the first game, it’s we didn’t actually introduce those mechanics or explain them particularly. It was kind of, concept, wall of text on the screen, this is how this works. Have you read it? Press H, continue. If you missed it, it could really color your impression of the whole game. We think we can introduce those mechanics, including the trading system, a little bit smarter this time.
But no, it’s really important, we can’t lose any of those mechanics. That’s kind of a philosophy that runs through the game. We have absolutely no intention of westernizing or dumbing down Metro whatsoever. As you saw from the demo, if anything we’re adding more stuff in there, whether it’s the mask wipe mechanic, which is a whole additional thing that the player has to be mindful of and consider when they’re playing. Or an expanded weapon set, secondary fire modes, or attachments you can put on your weapon, secondary weapons… We now have a new stealth melee from behind. We’re also experimenting with putting in the option to knock out rather than kill if you approach people from behind. Loads of extra stuff is going in there.
So yeah. A very long-winded way of saying that we’re keeping the bullet-trading in and it’s going to be much, much better this time around. We’re not cutting anything.
They are saying pretty things. First game had many issues but I truly enjoy how a RUSSKIE FPS has finally caught up with and is gradually leaving behind western AAA shit. And I also love the fact that the game is actually markedly Russian, from environment to the characters and certain social depictions (in the first game) ie. not catering to the white Americunts despite being made by a team of non-Americunts *cough*CryShit*cough*.
Now go ahead and make a truly sandbox STALKER, people!