Registrado: 19 Jul 2010 Mensajes: 5.207
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[Hilo Recopilatorio] Gears of War: Judgment.
10/06/2012 18:39:34
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Buena iniciativa.
La mejor de las suertes le deseo a este hilo.
Y como dicen los de 1UP: que no se equivoquen con GeoW:A, pues parece que viene con mucha calidad en su narrativa.
Como se explica en 1UP, para averiguar la verdad de los eventos que rodean a la acusación contra Baird y sus socios, habrá que ajustar la dificultad de las misiones: jugar de un modo sencillo rodeará los eventos de mucha censura por parte de las autoridades, mientras que si se juega en modos más duros la verdad se revelará. Cada misión tendrá la forma de un archivo de antecedentes del caso, y su censura irá menguando entre más difícil nos pongamos las cosas.
Eso sin contar sobre el ajuste de tácticas Locust respecto de nuestras habilidades, mismas que se ajustarán sobre la marcha:
| Cita: | Because each mission plays out as a case file, PCF has presented the different difficulty settings as a narrative device: The harder you choose to play the game, the closer to the "truth" of the events being recounted you get. A low level of difficulty represents a heavy amount of military classification and censorship; the military hid the reality of the dire threat represented by the Locusts' incursion to prevent public panic. By changing difficulty, you see different levels of classification and come closer to revealing the truth of the overwhelming odds Baird faced. You've probably seen games that encourage you to play harder difficulty levels by withholding story elements before, but this may be the first one where the story itself justifies it.
Supplementing this element, PCF has integrated dynamic enemy strategies into the action. The game is constantly watching your tactics and actions and adjusting Locust tactics on the fly. So if you die in combat and return to attempt the same sequence all over again, the enemies you face won't behave exactly as they did before; they'll account for your tactics in their new combat plan and respond, forcing you to switch things up as well. Bleszinski cites as inspiration classic 8- and 16-bit shooters like Zanac ("One of the greatest games of all time") for their adaptive A.I. tactics. This in turn is justified, narratively, by the fact that the levels are playing out as they're being described by Baird and his team; the inconsistency results from the fuzziness of memory. |
Puede dar la sorpresa si se ejecuta bien este juego.
Última modificación realizada el 10/06/2012 17:48:55, modificado 1 vez |