Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Akella; Metalheart: Replicants Rampage
<a href=http://www.gamatomic.com>Gamatomic</a>, 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</a> with some <a href=http://www.metalheart.ru/main.html>Metalheart</a> guy.
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<blockquote><b>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?</b>
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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 <u>the extremely advanced system of characters’ generation and development.</u> 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.</blockquote><a href=http://images.filefront.com/Metalheart_Replicants_Ramp/;2457;1;/screenshot.html#current_image>Extremely advanced, you say?</a>
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Thanks, <b>Damien</b>
<a href=http://www.gamatomic.com>Gamatomic</a>, 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</a> with some <a href=http://www.metalheart.ru/main.html>Metalheart</a> guy.
<br>
<br>
<blockquote><b>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?</b>
<br>
<br>
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 <u>the extremely advanced system of characters’ generation and development.</u> 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.</blockquote><a href=http://images.filefront.com/Metalheart_Replicants_Ramp/;2457;1;/screenshot.html#current_image>Extremely advanced, you say?</a>
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Thanks, <b>Damien</b>