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Alt 12-09-2005, 01:23
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Junker Junker ist offline
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Renegade 2 und andere Dinge...

Ich weiss nicht, ob das schon bekannt ist mit der Stroy usw für Renegade 2, weiteren Dingen von C&C und einem Game, was nie rauskam, die ihre Anfänge bei Westwood hatten. Jedenfalls recht interessant. In einem Interview mit Adam Isgreen sagte er unter anderem dieses:

* Renegade 2 was a Red-Alert 2 inspired version of Renegade that embraced the C&C multiplayer game mode as the core game play. You could build defenses on build pads, destroy and rebuild buildings, and directly or indirectly command units. The story was about a renegade Soviet commander who launches an assault on U.S. soil to restore pride to his family (He was a Romanov) after their defeat in RA2.

o There was to be some humor in the missions - you had an Idaho mission that you could knock over a giant fake potato that was the town's symbol and roll it down a hill at enemies.
o "1941" inspired boardwalk scenario with giant ferris wheel.
o The giant ants were back in yet another secret mission.
o There was an entire sub-game with spies stealing enemy tech and dogs detecting them.
o Yes, you could play as a dog. The catch was you couldn't communicate / type to your friends, but you could bark.
o The first mission was to take place at the Marin Headlands with the Golden Gate Bridge in the background. Kirovs were bombing the city, while a giant squid took down an Allied Carrier in the bay right behind your base. Epic coolness!

* C&C 3 went through many incarnations and changes over the years. Some of the intended C&C 3 units ended up in Yuri's (yes, that's how long ago we were planning stuff for it), and others survived into other games (Generals, ZH, etc.) while others never saw the light of day.
o Can't say any more. Ask EA.

* Continuum was a MMORPG for people that didn't like MMORPGs (i.e. stand there and swing).
o "C&C meets Zelda meets Counterstrike" - that was the pitch line I always used. C&C universe, Zelda-like controls, Counterstrike style tactical combat.
o Had instanced "crisis zones" in it (this was EQ1 era, remember), hubbed flight routes, scripted boss battles, and a lot of other ideas that have shown up in all the MMORPG since. I guess they were good ideas!
o Set in the Tiberian future, with GDI, Nod, Mutants and CABAL. Scrin to be added later. We had Los Angeles half underwater, Area 51, Dino island, Newark airport a mutant city, etc.
o Combat was much more fluid and movement-oriented than most MMORPGs. Range was important for weapons use, and there were layers of counters for the weapon types.
o Creatures had many console-game-boss sensibilities, in that you could expose weaknesses on them and then hit those for extra damage.
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