2/28/2023 0 Comments Nexuiz for xbox 360![]() Players also have the ability to adjust the rate in which certain ones appear through the Dynamic Mutator Store. Some maps have more mutators available than others. People can get Dynamic Mutators either through an environmental pickup, a five-kill streak or capturing the flag. They allow players to interact with each other in ways never seen before in the space, encouraging team based strategy and controlled chaos. They are what makes Nexuiz redefine the Arena FPS genre. We wanted to make something that made Arena FPS even more intense. One of the big features is the wide variety of mutators in the game, could you talk about the decision to make that a focal point of the game? Could you talk about the various ways people will pick up mutators in the game? I’ve heard people compare us to Halo, which is cool, but it was never once used as a visual reference for Nexuiz. ![]() We have one environment style, AtaVirta, which features many ancient ruins, vegetation and waterfalls. As fans of art styles in games like Final Fantasy and Mass Effect, we wanted to merge them into a bulky, masculine world that had a hint of elegance and beauty. We wanted Nexuiz to have its own distinct style. Quake 3 had this medieval theme and Unreal Tournament had a cyberpunk style. When we started Nexuiz, we knew we had to do a new art style for the game. CryENGINE 3 had what we needed from the start to achieve this.Ĭould you talk about the art style of the game? What are the primary influences behind the look of the game? We just couldn’t achieve that with the old, modified Quake engine. Entertainment is important for visual feedback and immersing the player in the game. ![]() While all of these elements are important, I believe game development today needs to be looked at as Entertainment->Design->Performance->Art. Old school game development was based off Design->Performance->Art. In the end, both graphics and gameplay came together. Why the decision to go with the CryEngine 3 over rolling your own engine? Was graphic fidelity at the top of your design goal list or was it action? We want this new generation of gamers to see what they missed from the early days of FPS gaming. We support the all night, caffeine drinking, hardcore gamer sessions. In a FPS world dominated by Modern Warfare 3 and Battlefield 3 why build a classic, old school twitch FPS game?įor that exact reason. Any time we take on a new game design concept, we base it off of something that’s realistic for us to make and will push ourselves to learn and become better individually and as a team, to deliver a fun, cool experience for our audience. As hard workers who believe in quality development, we knew we wanted to take different approaches to our game development style. ![]() IllFonic started shy over four years ago with Charles Brungardt, Raphael Saadiq, and I. What’s the history of Illfonic? How big is your company and could you tell us about your core design ideals? We wanted to make sure the game was easy to read on a 720p resolution screen for consoles but make sure PC gamers would be able to take full advantage of all the DX11 goodies and raw horsepower CryENGINE 3 has to offer. They also are easier to navigate with less snagging and clutter in the environments. Regarding the maps, the environments were made to target our max player count per map (eight). However, we didn’t’ want it to lose that Arena FPS vibe.Īdditionally, we added melee with every weapon, featured a fully customizable controller, a fast turn button, and a rocket jump button. We knew we had to alter the game a bit for it to be more accessible on consoles. The biggest challenge with going from a PC FPS to a console FPS (and the other way around) is controls and the spacing in the environments. ![]() We were fans of the original and thought it would be a great opportunity to give players on consoles a new Arena first-person shooter experience. Initially, we started development for Nexuiz as a direct port from Classic Nexuiz (with better graphics) to the PlayStation 3. Why the decision to re-make an existing game over creating something new from scratch? What changes did you have to make to accommodate bringing the game to the console? Kedhrin Gonzalez, Creative Director at IllFonic With the game hitting Xbox Live Arcade today we reached out to the team behind the game to get the scoop on what we can expect from the updated version of the game.Ĭould you introduce yourself and talk about your role on the project? Well, the folks at IllFonic have decided to take us back to the days of yore with Nexuiz, a remake of a cult twitch shooter. In the last few years the FPS genre has evolved and slowed down a bit as they are burdened by cover, reality, and gravitas. Devoid of plot and melodrama the games focused purely on killing opponents as quickly as possible. Back in the day (which for me is the late 1990's) I used to play a lot of twitch FPS games like Quake Arena and Unreal Tournament. ![]()
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