Sounds good. Being able to see, or learn about somewhere that is currently inaccessible, can often be enjoyable, if sometimes a little trite/forced. It was odd/refreshing in Far Cry 4, to get the gyrocopter so early on, when so many of the rope climbing/swinging sections, could be completely bypassed by taking the chopper there. Arkham Asylum struck a nice balance as well, but it was kind of shame that it wasn't Batman figuring out what was required by repeatedly analysing a few areas that provided the same 'blockage' to then go to the cave to make it. Instead, it was just a narrative development, to open the game world up.Olly wrote:Think more metroid prime than Far Cry. There are areas that are far more open than those shown in the demo, and they link up in increasingly interesting ways. We want to reward exploration with cool discoverables to talk about,Packatrix wrote:Olly,
How linear are the pathways around the park - it's hard to get a sense from the video. It's a tough balancing act to create something open world, but then put in enough elements to warrant the scale of the terrain. It all looks beautiful, so the desire to see it from all angles will be there, but given the size of the Campo Santo team I can't imagine we're roaming will and free...
I'm still very disappointed with Far Cry 4 having a distinct load to get into the snowy Himalaya landscape...
I think Dishonoured managed to strike a great balance between things to see/explore, and things to do/interact with. It also felt that they did a great job of dealing with the old 'invisible wall'/ play area limitations. Suspension of disbelief, even in a game with an abstracted visual aesthetic, is so quickly knackered when you can get through/over one type of door/bush/log/rock, but then not get through/over a more of less identical object somewhere else.
I'm expecting to see some hyper realistic, small scale ( in terms of locations size) games in the next few years, that have an environment and objects that are all entirely explorable, manipulatable, and have a large range of real world physical properties. A murder mystery engine, set in a medium sized stately home for example. Anyway - I digress.
As it stands, the game has a lovely visual 'feel' to it, and the voice acting, as other's have mentioned, sounds great. Kudos to you and the team.