Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Akella; Metalheart: Replicants Rampage
<a href=http://www.gamebanshee.com>GameBanshee</a> has posted an <a href=http://www.gamebanshee.com/interviews/metalheartrr.php>interview</a> with <a href=http://www.akella.com/newslast-en.shtml>Akella</a> developers about <a href=http://www.metalheart.ru/main.html>Metalheart</a>
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<blockquote>GB: You've said in previous articles that the game will have some similarities to the Fallout and Jagged Alliance games. Can you describe some of the similarities and differences that M:RR will have to these previous games?
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Akella: Combat system of Metalheart is pretty similar to one in Jagged Alliance series, and its “postapocalyptic†aesthetica is very much like what we’ve seen in Fallout, but there many things that are different. First off, there were no nuclear war or any other cataclysm. Then, characters won’t have any perks and traits, and whole idea of the game is very different from Fallout. Lantan and Cheris aren’t Chosen Ones, they’re not going to save the world, they only want to save their asses. And, of course, there are implants in Metalheart, they have huge impact on gameplay.
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GB: In conclusion, what gameplay aspects do you feel will set Metalheart: Replicants Rampage apart from the many other RPGs available on the market? Any other final comments about the game?
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Akella: Of course this aspect is implants that make the borderline between races very thin. With them you can turn one slow, inaccurate, bad-seeing idiot, into a perfect killing machine that can win the Nobel award between adventures. Of course, I’m exaggerating, but you get the point. This implants feature changes whole role-playing process and making it really different to what has been before. </blockquote>Damn! After that thing with Exitium I can't even enjoy bitching about something anymore, so I will let this stupid implant thing slide. Discuss!
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Spotted at: <A HREF="http://www.nma-fallout.com/">NMA</A>
<a href=http://www.gamebanshee.com>GameBanshee</a> has posted an <a href=http://www.gamebanshee.com/interviews/metalheartrr.php>interview</a> with <a href=http://www.akella.com/newslast-en.shtml>Akella</a> developers about <a href=http://www.metalheart.ru/main.html>Metalheart</a>
<br>
<br>
<blockquote>GB: You've said in previous articles that the game will have some similarities to the Fallout and Jagged Alliance games. Can you describe some of the similarities and differences that M:RR will have to these previous games?
<br>
<br>
Akella: Combat system of Metalheart is pretty similar to one in Jagged Alliance series, and its “postapocalyptic†aesthetica is very much like what we’ve seen in Fallout, but there many things that are different. First off, there were no nuclear war or any other cataclysm. Then, characters won’t have any perks and traits, and whole idea of the game is very different from Fallout. Lantan and Cheris aren’t Chosen Ones, they’re not going to save the world, they only want to save their asses. And, of course, there are implants in Metalheart, they have huge impact on gameplay.
<br>
<br>
GB: In conclusion, what gameplay aspects do you feel will set Metalheart: Replicants Rampage apart from the many other RPGs available on the market? Any other final comments about the game?
<br>
<br>
Akella: Of course this aspect is implants that make the borderline between races very thin. With them you can turn one slow, inaccurate, bad-seeing idiot, into a perfect killing machine that can win the Nobel award between adventures. Of course, I’m exaggerating, but you get the point. This implants feature changes whole role-playing process and making it really different to what has been before. </blockquote>Damn! After that thing with Exitium I can't even enjoy bitching about something anymore, so I will let this stupid implant thing slide. Discuss!
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.nma-fallout.com/">NMA</A>