![]() But there are some obligatory over-the-top exceptions like the Sirian Mutilator, which we'll reveal later and will be a real crowd pleaser. Are there many weapons here we're not seeing, or throughout the game will Sam be using a more down-to-Earth arsenal, perhaps appropriate for the setting? Roman Ribaric: Just like in TFE and TSE, majority of weapons are different types of good old lead-spewing boomsticks. IGN: The aliens certainly look nuts, but Sam's weapons seems relatively, well, normal. But we've retained the right to put them in craziest places without further explanation - purely in the purpose of fun gameplay. Their visuals were changed to fit into the world better and we feel we really hit the sweet spot there, where they fit the world visually, and the special effects make them visible, yet not too unnatural. IGN: I can't see the UI, but is it safe to assume Sam will have health and armor ratings and there'll be item pickups scattered around the levels? Will any of the pickups have special effects? And will Sam still acquire new weapons by scooping up floating gun icons? Roman Ribaric: The item pickups work exactly the same as in previous games. In fact, most environment textures are based on real-world photos from authentic locations and match the realistic colors. Serious Sam 3 is not done in cartoony colors of Serious Sam 2, but it is certainly not based around dark tones. Serious Sam 3 visuals are exactly on the same track. Roman Ribaric: The idea is visually and conceptually exactly the same as in 2001: to put bizarre and monstrous alien forces into realistic, bright and open spaces, then let the player engage them while destroying everything in sight. There are still crazy aliens, but it seems like some of the bright color of past Sam games has been drained out in favor of darker tones. IGN: What type of visual style were you hoping to achieve in Serious Sam 3? It appears as though you're going for something more realistic. You probably recall Serious Sam: The Second Encounter's Sniper Rifle which even had adjustable zoom factor. It is not something completely new for the series, though. We wanted to give more power and at the same time more precision at distance to some weapons, yet didn't want to ruin their balance in relation to other weapons. Roman Ribaric: Yes, aiming works really well - for those weapons where we put it in. IGN: Was there any discussion about adding shooter mechanics like a cover system or regenerative health to the game, or would that be blasphemous? Roman Ribaric: Cover system? Regenerating health? You can't be Serious! IGN: It does look like aim down the sights made it in. But this is something that is best experienced when playing. But we have diversified the way fights develop, by using much more different layouts and giving the player ability to explore the areas in different ways. And there's spawning - wherever it is required to achieve fun action gameplay. The basic idea still is that you have to eliminate Mental's hordes very fast while frantically trying to stay alive. ![]() Is that accurate? Roman Ribaric: Yes, and no. IGN: It looks like Serious Sam 3 will retain the same core gameplay mechanics as its predecessors – walk into an arena, trigger waves of enemies to spawn, then kill stuff really fast while trying to frantically stay alive. Fear not - we will not allow Sam to become a FMV-based rail shooter. ![]() Fun adrenaline-filled action gameplay and freedom in playing are our primary goals. Especially when re-playing the game for 100th time. ![]() But we took special care to make sure the story and cut-scenes don't get in your way when playing. This time around, the story is much more integrated into the game - i.e the progression across levels, equipment and enemies is more tied to story and character interactions. IGN: Can you go over the story setup for Serious Sam 3? Will there be cut-scenes to deliver story between the battle sequences? Roman Ribaric: Serious Sam 3: BFE covers the events that happened on Earth, at the peak of Mental's invasion, and that lead into Sam entering the Timelock you see in the original games.
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