![]() Ghostly human shapes made of shimmering light reenact moments from past, and through these you’re given an intimate glimpse into the lives of the people who lived there, as well as clues about their mysterious disappearance.Įach area of the valley you visit focuses on a different character. But the village isn’t completely lifeless. Ominous government posters mention a quarantine and you get the impression that whatever happened here happened recently. Walking along the quiet, leafy streets you see hastily abandoned cars, discarded suitcases, and-perhaps most unsettling of all-an empty, lifeless pub. A small miracle at the end of the world.The first place you visit is the village of Yaughton itself. Still, the truth is out there now, and anyone frustrated by the speed they were forced to explore at can now avoid the sluggishness. Chances are, plenty of players experimented with holding down every button on their PlayStation 4 controllers to try to boost movement, but few would think to accelerate speed in a first person game as you would a racing title. ![]() But the most important thing is that we get the word out to players, so here we go."Īdmittedly, a slowly building sense of speed is an odd design choice. "That was a bad call, and we've paid for it in the reviews. It's in the online manual, but not at the start of the game." "We probably should have announced the run button before launch, but we didn't," Pinchbeck admits. "The controller icon in the options menu was missing the sprint instruction, and it hadn't been localised. "Suddenly launch was right on top of us, and something had been missed," Pinchbeck says. It hadn't, but the added time demand brought the team right up to release date, before anyone realised the user interface hadn't been updated to tell players how to launch into a sprint. ![]() The Chinese Room then switched to the "hold R2" method, which then required another round of play-testing to make sure the late addition to controls didn't break the game. "It didn't matter about the speed, it was the psychology, the choice," says Pinchbeck. However, play testers were demanding a way to trigger faster movement themselves. Originally, the game featured autosprint - that is, keep moving with the L thumbstick and you'd gain speed. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |