![]() ![]() Just like with buildings, the art team's put together a handsome assortment of military vehicles with special decals and flourishes that give them more personality, emphasising that they're crewed by people, all so they can be systematically destroyed. This granular system also works on vehicles. The Italian landscape is so beautiful and the art creation in our game is absolutely gorgeous. ![]() Bricks get blown off, shockwaves make windows explode, towers come tumbling down. ![]() As they're battered by projectiles, buildings crumble realistically, deteriorating bit-by-bit before completely collapsing. Destruction is gradual, with props-from buildings to foliage-having different damage states, reflecting where they've been hit, by what and how much damage they've endured. It's not just press play on a big WAV file, it'll sort of weave and change as you go."Īfter the silence is broken, it takes some time for the devastation to really take over. Even the ambient music, when it gets a little quieter, when we're not in a battle, it'll be somewhat generative. I think gamers expect that, and Company of Heroes will have that. My daughter and I play a lot of Battlefront 2, and the music informs you how you're doing, and I think that's really cool. "Because you want to know if you're winning or losing, or if you're getting close to victory. "It's more interactive than it ever has been," says Janzen. The music will react, too, emphasising the narrative twists and turns of each battle. ![]()
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