Metalheart Q&A at Gamatomic
Metalheart Q&A at Gamatomic
Interview - posted by Vault Dweller on Tue 1 February 2005, 15:14:11
Tags: Akella; Metalheart: Replicants RampageGamatomic, a French game site, has posted a short, but extremely entertaining <a href=http://www.gamatomic.com/ga/articles.aspx/reports?tx_id=606&tx_ips=10&tx_ipp=15&tx_ipr=3&tx_ppp=5&tx_pg=1&tf_tyid=5>interview[/url] with some Metalheart guy.
Considering that many of the players waiting for the game are Fallout fans, what are the similarities between your game and Fallout, apart from the combat system?
First of all, it’s the post-apocalyptic entourage and dark cyberpunk atmosphere. But, abstracting from subtleties and stylistics of both projects, the main global similarity between Fallout and Metalheart is the extremely advanced system of characters’ generation and development. We certainly don’t understand how some RPG developers dare present the players with ready-generated characters based on a primitive system of role-playing. The avatar is like a gamer’s reflection in the game world. The players often project themselves into the avatar. Even if the character initially adheres to a plot (as it is in Lanthan’s and Cheris’s case), the gamer should have an opportunity to customize him according to his own gaming style - for example, to make him a robust fellow-expert on heavy arms, or a swift and nimble scout.<a href=http://images.filefront.com/Metalheart_Replicants_Ramp/;2457;1;/screenshot.html#current_image>Extremely advanced, you say?[/url]
Thanks, Damien
Considering that many of the players waiting for the game are Fallout fans, what are the similarities between your game and Fallout, apart from the combat system?
First of all, it’s the post-apocalyptic entourage and dark cyberpunk atmosphere. But, abstracting from subtleties and stylistics of both projects, the main global similarity between Fallout and Metalheart is the extremely advanced system of characters’ generation and development. We certainly don’t understand how some RPG developers dare present the players with ready-generated characters based on a primitive system of role-playing. The avatar is like a gamer’s reflection in the game world. The players often project themselves into the avatar. Even if the character initially adheres to a plot (as it is in Lanthan’s and Cheris’s case), the gamer should have an opportunity to customize him according to his own gaming style - for example, to make him a robust fellow-expert on heavy arms, or a swift and nimble scout.
Thanks, Damien