Lisätäänpä hypemoottorin hieman lisää virtaa lainauksilla ja kuvilla tuoreesta EDGE-lehdestä:
ja ne kuvat:
http://www.newtechnix.com/Affichage_Article.php3?Id_Article=9004
"The game mechanics in Rez will always be the same," he says, putting down the controller and getting in to more serious mode. "It was Panzer Dragoon with it's trance trousers on, wasn't it? There wasn't that much variety in the actual gameplay. The graphics were quite nice, but they were very self-conciously 'Tron'. It was like they'd imagined abstract space that was like 'Tron', whereas the abstrace space in Unity will see me jamming with the hardware and coming up with stuff. I want to have modern abstract as opposed to retro abstract, which I think Rez was.
And there'll be more variety in the gameplay. I want to extend the idea which I began with Tempest of having the bonus rounds where you have a contrast between the very hectic shoot 'rem up rounds and the levels where you're just travelling through space scoring points. The actual style of gameplay will change according to which environment you find yourself in. So you may find yourself zooming down a tube where you're shooting things like Tempest or where you're in an arena and you're swivelling around and the camera's sort of zooming about and enemies are firing at you from all sides, like Llamatron on acid. So there'll be various different styles of gameplay withing the thing which you'll discover as you play through the game."
"I think consumers will love Unity," says Minter, "because basically I'm going to make it so that when you first start playing it it is immediately accessible as a very nice feeling shoot 'em up game. Think of Gridrunner that I just did on the PC, the way you can just walk up to that and you don't have to mash the firse button, you can just sit there and mov the mouse and it draws you in instantly - and then later on, stuff starts emerging. The early levels of Unity wont be too far mad out there, they'll be very accessible so that anybody can pick it up and hopefully be hooked so that when the scenarios do get a little weirder later on they'll be enjoying themselves so much that they'll be pleased to carry on. I do realise that if I make itoo weird straight out of the box people won't know what's going on.
The thing with the light synth that I've found over the years is that hardly anyone would think to go out and buy one because they just don't know what it is, but once they see it they go 'Wow, that's really nice', and they really enjoy it. So Unity will introduce itself as just a regular game and it'll start to build light synth stuff around you, and hopefully when that starts happenning you'll just go 'Wow, that's so cool'.
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- Esa