![]() ![]() Additionally, our most important asset is our combat designers who are all part animator and have an amazing eye for detail and ability to capture a responsive gameplay feel. It is all about rapid iteration!Įven though our game runs on a modified version of the UnrealEngine3, all of our combat tools are homegrown and have been refined over the course of many years. If I think an attack is too slow, I can trim frames and adjust the play rate of the animation and literally be playing the modified attack in realtime. In each animation we can control blending, timing, velocity as well as a myriad of other functions. Designers have complete control over how the animations look and feel within the game. NN: I think the reason why our animations stand out is because our tools and philosophies behind creating attacks and getting animations into the game is all designer driven. Hammer: Your animation system is amazing. I think the combat mechanics like the rock/paper/scissors and risk/reward elements found in some of the wrestling games that came out in the N64 era were simple yet very addicting. On the wrestling side of things we have always been fond of Virtua Pro Wrestling 2 (the Japanese No Mercy), Def Jam: Fight for New York and all the old school wrestling games from the N64. NN: There are quite a number of individuals here at THQ San Diego who are hardcore fighting game players so naturally we were inspired by games like Street Fighter, Tekken and even the Soul Calibur series. Hammer: What type of games did you go to for inspiration? The fast pace and responsive feel is one of the design groups core competencies and something that we felt would naturally translate well into an over the top game like All Stars. ![]() With this in mind, we blending some traditional fighting game elements like extensive comboing and juggling into wrestling combat. ![]() We wanted to design something that was easy to pickup and play but also give the hardcore gamer mechanics and depth that they could master with practice. NN: From the very beginning the design group’s focus was to create a fresh and unique experience that both a casual and hardcore fan would enjoy. Ricky barely deals any damage, Snuka is a high-flyer with a lot of grounded specials that aren't that good, and Kofi is just."Hammer: What was the thinking/reasoning behind the All Stars gameplay? Rey is the Dhalsim of the game, and Slaughter is just there)īottom: Warrior, Ricky, Kofi, Snuka (Warrior is a brawler who needs to go the top rope for two signatures, yet has no effective way to get up there. Edge is a watered-down Bret, Cena deals great damage but has very few ways to safely get in, Stone Cold is a situational player, Rock doesn't have anything particularly good compared to the other brawlers and everything he can do, other guys do better. Lower-Mid: Morrison, Edge,Cena, Stone Cold, Rock, Rey, Slaughter (Morrison has bad combos and needs meter to do anything, but his finisher is really good. Everyone else kind of gels together with their individual ups and downs) Middle: Drew, HBK, HHH, CM Punk, Hogan, Roberts, Perfect, Piper, Andre (D-Mac has no real weaknesses but doesn't deal much damage, so he goes here. Upper-Mid: Taker, Orton, Swagger, Miz, Eddie (Taker has great damage and very few weaknesses, Orton is a brawler that can get into PIN, Swagger has a near-infinite, and Miz has all kinds of sneaky ways he can get a win like multiple pins and a signature that allows him to prime his finisher for free, and Eddie is an acrobat that has Grappler combos that deal really good damage) Top: Savage, Sheamus, Kane, Show, Bret (Savage has an amazing movelist, as does Sheamus, Kane has great combos for a Big Man, Show is just dominant, and Bret has high-damage grapples + b+WS that can lead to easy grabs) ![]()
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