Rare nous offre une bonne douzaine d'images de Kameo dans une résolution plus qu'appréciable. L'occasion de vérifier qu'on ne s'était pas trompés: le jeu est bel et bien superbe.
[MÀJ]: Bon, en fait ces images datent du 17 Mai, mais c'est tellement joli qu'on va faire comme si.
Tous les commentaires (50)
Ken Lobb: There’s two cool things about Kameo… well, of course, there’s like 20.
Gamerz-Edge: [laughs]
Ken Lobb: But the two cool things that stick out in my mind are this ability to change between the monsters and then how you can take that and use it in two different ways. One is traversal of the game. So it’s set up like a lot of adventure games: traversal puzzles. You know, “how am I going to go there?” You might not even think that you can go there, and then later in the game you gain access to a new elemental warrior, and then you’ll realize that “well, this guy can do X,” you know, he can blow things up, or he can roll up walls, or he can pick things up and throw them, etc, etc… And that will help you not just in combat, but in the traversal side. So getting through the game is based around the capabilities of ten different warriors.
What is really exciting for me – I’ve always loved combat – is just the incredible depth of the combat in the game. There’s a scoring system, we’re going to have leader boards, two player cooperative where you can actually find additional depth to the combat… You can do crazy stuff like pick up an enemy, use him to beat on other enemies, knock him up in the air, and after you do a certain number of hits the game will go into warrior focus and it slows down a little. Then, switch between monsters to do juggles, other attacks, freeze enemies… I mean, the depth is crazy. You’ve got ten monsters and each has their big powers, plus you can level up throughout the game to earn additional abilities, and all of these combine into this crazy combo system. And, of course, you’ve seen the battlefields where you have nutzo amounts of enemies on-screen.
Gamerz-Edge: Yeah, we’ve heard 4,000 to 9,000 at once?
Ken Lobb: Yeah. There’s… there’s a lot. We’re showing 3,500 I think on the floor today, it might be up to 4,000 now, somewhere in there. It’s a lot. And again, the game is running on the alpha kit, so that’ll continue to scale as we move forward.
Gamerz-Edge: We’ve also heard like three to eight moves per character?
Ken Lobb: Yep, yep.
Gamerz-Edge: Sounds amazing. Moving on, people like me really want to catch up on all the Xbox games we missed once the 360 is released. We’ve heard officially that backwards-compatibility will only be extended to major titles. What’s the deal?
Ken Lobb: So what’s the deal with backwards compatibility? Emulation is not an easy thing. So we’re basically starting at the top and working our way down. Our long-term goal is to try and be backwards compatible with all games.
C’est très beau, je n’ai pas dit le contraire. Ont va me dire que j’ai dit que c’est moche, je connais.
C' est énorme le nombre de jeux très gros ! En deux mois !
J' éspère que je vais pas éditer ma BD en retard, sinon, j' ai pas les moyens.
Et bon moi on peut pas venir me dire que je l'ai pas vu tourner hein
Vraiment impressionant ! Finalement je vais peut-être l'acheter ce jeux...
C' est énorme le nombre de jeux très gros ! En deux mois !
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