24 November 2011

Max Payne 3: Neue Details - Schulter-Zoom, Last Man Standing und Euphoria-Engine



In einem Interview mit dem Entwickler Rockstar Games wurden einige neue Features bekannt gegeben.







“We’ve introduced a left trigger over the shoulder aiming feature where you can zoom in a bit closer and aim more precisely on your target at the expense of your ability to move around quickly,” sagte Art Director Rob Nelson. “So we added that and we’ve added a cover mechanic, but those are ancillary additions to the core of the game, which is still very much the run and gun.”

Ein weiteres neues Feature ist "Last Man Standing". Wenn Max Painkiller besitzt, stirbt er nicht, wenn seine Gesundheit auf null sinkt. Stattdessen hat er ein paar Sekunden, um den Feind, der ihn fast getötet hätte, auszuschalten. Wenn er diesen tötet, regeniert er eine kleine Menge an Gesundheit, was ihn aber einen Painkiller kostet. Ein weiteres Upgrade ist dass man beim Ausweichen von Schüssem trotzdem anfällig für Schäden ist, was das Spiel realistischer macht.

“We’re doing something new with Max where we’re doing physics-animation hybrids,” so Nelson. “Like when he shoot-dodges; that’s physics and an animation pose library running together. You need to be able to control where he’s pointing, but at the same time he needs to behave realistically depending on his environment, whether he’s launching over some concrete divider or crashing into a wall or a bus or something like that. He has to feel aware of his surroundings and so that was a big challenge and something we spent a lot of time tuning.”

Max Payne 3 basiert auf der Euphoria-Engine, die schon in GTA4 uund Red Dead Redemption genutzt wurde und jetzt verbessert wurde. “As far as Euphoria [goes] it’s basically a set of behaviours that you can tune, and so it’s really how much effort you put into that. With Max, we put a lot of effort into the different aspects of Euphoria and how we use it,” erklärte Nelson.

“So there’s the hit reacts for the enemies, we sort of evolve that and make those feel more connected. I think we had a good jump from GTA4 to Red Dead, and you’re going to see another good jump from Red Dead to Max, where you want individual shots to react properly you want people to fall realistically. That’s something that we’re always pushing, plus we have bullet cams and things like that in Max we’re you’re basically seeing these things up close, you’re seeing your bullets impact your opponents, so you want that stuff to really show well.”, so der Entwickler.



Jensen6