J1M
Arcane
- Joined
- May 14, 2008
- Messages
- 14,741
Many of the decisions that forced compromises and concessions in DX2 were made by Warren as studio boss. Examples: console as lead SKU, shared unproven technology between DX2 and Thief, insistence on real-time lighting. All of these things lead to a drastic reduction in level size which was one of DX's primary strengths.
You can't entirely blame Harvey for DX2's failure. Although some things like universal ammo and the UI were his fault if I remember correctly.
There was probably some unsung programmer or whatever on DX1 that worked on gameplay system interaction that was the catalyst for its greatness. Someone who created test levels that showed how you could combine different game elements.
Some that I still remember:
-If you want to save your lockpicks and nobody is around to hear it, you can open a locked door/container with a LAM and a bullet.
-You can place a TNT crate on a rolling cart and give it momentum by running as you push it. The cart will slide down the hall and you can detonate the TNT with a bullet.
-You can push said rolling cart while crouching as a form of mobile cover.
-You can arm a gas grenade, and get the attention of a number of guards, then run past your own grenade, arming it so it detonates a few seconds later as the guys chasing you are in its radius.
-LAMs in general. No idea why grenades and mines were two different items in DX2.
-Hacking/scramble grenades
-Minimal HUD allowed for secret rooms, etc to have switches you could find, but only if you looked for them.
You can't entirely blame Harvey for DX2's failure. Although some things like universal ammo and the UI were his fault if I remember correctly.
There was probably some unsung programmer or whatever on DX1 that worked on gameplay system interaction that was the catalyst for its greatness. Someone who created test levels that showed how you could combine different game elements.
Some that I still remember:
-If you want to save your lockpicks and nobody is around to hear it, you can open a locked door/container with a LAM and a bullet.
-You can place a TNT crate on a rolling cart and give it momentum by running as you push it. The cart will slide down the hall and you can detonate the TNT with a bullet.
-You can push said rolling cart while crouching as a form of mobile cover.
-You can arm a gas grenade, and get the attention of a number of guards, then run past your own grenade, arming it so it detonates a few seconds later as the guys chasing you are in its radius.
-LAMs in general. No idea why grenades and mines were two different items in DX2.
-Hacking/scramble grenades
-Minimal HUD allowed for secret rooms, etc to have switches you could find, but only if you looked for them.