Shack Interview: Black
Due out in a week from Criterion Games (the Burnout series) is Black, an action packed first person shooter for Xbox and Playstation 2. Just what is this "gun porn" all about? David talked to lead designer Craig Sullivan to find out.
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The destructibility of the environment factors heavily into the non-linear gameplay. " There are some secrets in the game where you just go and wreck partition walls, and it gives you an advantage because you can skirt around the backs of the enemies," Craig said. "We're using [the environment] as much as possible. We didn't want to make a game where, you can just kind of shoot through the floor and make a huge floor and just keep going until you got to the end [of the level]. We just wanted to make something that was just really cool and exciting and destructive, and where possible, we could [allow for] the destruction to hurt your enemies any more."
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that is ridiculous. =\
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(This tester never played FPS before, right?)
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It seems to be a more tactile, more dressed-up Half Life 2, where there are all these great cinematic in-game moments keep happening that take you completely by surprise and feel amazingly immersive the first time through, but upon replaying it you realize you're just hitting a bunch of specific triggers and scripts... which isn't non-linearity at all, it's just well done (and admittedly enjoyable) theatrical deception.
The team, and David's interview talk about nonlinearity and fully destructible environments quite a bit, but I have to wonder how honest they're being to their readers and with themselves. You see all these screenshots for Black of guys flying out of windows and pillars blowing up, but from the demo I saw at E3 at least, it seemed the only windows you'll be able to blow up are the ones with guys in them, and the only pillars that will be destructible will coincidentally be non-load-bearing ones, unless the building you're blowing up is the one at the end of a closed alleyway or dead-end you need to get through to progress in the level. That might be different in the real game -- of course what I've seen myself and read about is all pre-release demo stuff -- but I'm very curious, and somewhat doubtful.
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I've been waiting for an FPS that uses real world weaponry, never gets a bit silly with sci fi stuff and actually sounds like you are firing real guns. I've no idea where most dev studios get their weapon sounds from but an M16 shouldn't sound like a weak water potato gun. It should deafen and frighten the shit out of you at the same time!
I'm amazed that this game runs on the xbox, it looks incredible. Heres hoping the get a version out for the 360.
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