Da ich mich grad durch die Reviews lese, poste ich hier mal einige interessante Quotes aus zwei Darh Hater Artikeln:
1. Interview mit Daniel Erickson (BioWare) auf Darth Hater (
clickeh):
Auf die Frage nach Exploring: "One of the real things we wanted to show at GDC this year is that our worlds are huge, actually. They are giant, you can explore. They are massive. You can just wander off one direction and go forever. There is tons of content there. "
--> die Bestätigung für eine Open World. Die Frage nach Mounts hätte sich anschließen sollen
2. Darth Hater darf einen Level 6 Trooper auf Ord Mantell testen. Neben der Review ist ein Hud-Screen zu sehen (7. Button, Skilltree) und Abilites aufgeführt. Auf den weiteren Seiten wird ein Quest angespielt, die KI-Intelligenz beleuchtet und das Inventar geöffnet. (
clickeh).
Daraus mal ein Quote bzgl. der Größe der Welt:
"To give an idea of the vast amounts of explorable area, I saw what I thought was a sea or large body of water in the distance. Wondering if it was possible to swim or hit an invisible wall, I started out walking towards it. It took about a minute of walking at normal pace to get close to the edge only to realize it was a landscape resembling a dry sea bed with very detailed ground design littered with pits, craters, and small pebbles. This stretched out to the horizon, didn't resemble a typical matte placeholder, as I definitely got the feeling I could walk a few more minutes further. After spending another entire minute running back to the Mannett Point base, Jake Neri's statement about Ord Mantell as one of the smaller maps gave the impression that The Old Republic will be simply massive in scope."
Das Ziel des Quests, ein Gebäude:
"Our mission took us to a large structure on Ord Mantell. We did go through a green instance portal at a point inside the multi-level building (there was an elevator we had to use to navigate between floors) but it felt extremely seamless and natural to do so. It was incorporated into the building, and there wasn't a loading screen. It wasn't blatantly obvious or gave us that "whoa, you are going into an instance" type feeling.
One of the biggest takeaways from this was that the whole quest/mission wasn't some "go kill x of y" or "collect things" quest. We weren't actively grinding mobs for this particular one, and we were definitely making decisions to affect the mission story. As we were fighting our way to around the building, a Separatist Base, a bonus quest popped up on our on-screen quest tracker. This new mission noted we killed 1 of 8 of a specific mob type, and a new quest showed up in our mission log. This "instant quest" felt very similar to Warhammer's Tome of Knowledge feature."
KI-Intelligenz:
"We saw mobs taking cover behind boxes and walls, and they appeared to be working together semi-intelligently"
"There also seemed to be three levels of aggro radius according to the UI indicator: out of aggro range, mobs "looking at you" (blue), and aggression/in-combat (red)"
"Some mobs we thought we killed would pop back up again and start shooting at us. There was a subtle difference in their death animation, and eventually we figured out which ones would pop back up again. We'd finish them off quickly with a few shots, and then move on. The pathing is significantly improved, as the AI walked around objects, and we didn't see any mobs running through walls or boxes. They also intelligently used cover: a mob would run away when engaging a group, and then a bit later when you least expected it, he would sneak up behind you and attack."
Inventar:
- 14 slots zum Equippen
- graue, grüne, blaue Items
- autoloot
Falling-Damage:
"I noticed there was a larger structure nearby, and after a quick check behind the shoulder, I jumped off of it - and discovered falling damage is definitely in the game. It took about 25% off a full health pool, but I couldn't tell if the armor I wore mitigated it in any way."
3. Inv mit Jake Neri (Producer) auf
Eurogamer:
"We haven't talked a ton of details on in-between activities," Neri says, truthfully. "We've just said that we do understand that in this type of game you do need to have that type of secondary behaviour, things like
crafting, harvesting systems, things like that: mechanics that players can draw themselves into when they're not fighting. So, not too much detail on that right now, but we understand the expectation and we're going to
make sure that the game supports that type of behaviour as well."
OK, how about player-versus-player? "I think that there's sort of a religion building up behind are you going to be Imperial or Republic, are you Jedi or are you Sith," says Neri. Indeed, it's exactly the same easy hook for antagonism that WOW has used so effectively with the Horde and Alliance. "I think that's naturally going to come to a head, so we will support PVP in some form for sure." But, you guessed it, not too much detail on that right now.
Group content, then. "We've talked pretty lightly around that," says Neri. "We want to make sure that we do support group experiences. No real detail on what our group size would be or what a dungeon or raid would look like, but we have a full understanding of the requirement of having that. We will support groups, there will be multiple-size group support."
Nur soweit, es gibt noch ne Tonne mehr Reviews...