WWE Ledesma-THQ reveals more information about the game of WWE ' 12

0:18 Publicado por Mario Galarza

-WWE ' 12 creative director Cory Ledesma spoke with Jon Robinson statistics last week on the new game in the WWE. Below are some highlights:

Jon Robinson: what about the new animation system that makes a big difference?

Cory Ledesma: The whole goal of the game is that we want to be as fluid, smooth and high quality animation as possible. The coup of the franchise in the past has been that it is clunky, it is a little slower and not as sensitive as the players wanted. With the new system offers capabilities for things such as interruption of the animation. So for the first time, if two characters are involved in a suplex, a third character can come and breakup of movement. We have never had such a capability in the past, but now allow us to do so. Increases the multiplayer dynamic enough. With our new processor, we have depth of field work, and also have higher res models with textures so that its appearance to their real life counterparts. Really they have encouraged us to sweat and blood, to see all drip in the body where we previously had an intelligent Exchange when they thought kind of agreement. Now really encouraged. And cameras, cameras that WWE uses on television now imitate. They have as 24 cameras and here them with exactly the same for the television and all major points of capture as I could see in Raw with different camera angles.

Jon Robinson: One of the things noticed me about the game of recent years is really really easy, maybe too easy. Any chance that we will see more difficult?

Cory Ledesma: It's funny, that's something that hardcore fans have wanted for a while now. As you know all the tricks of the trade now and popular too easy. So this Normal year is almost as legendary difficulty now. Hopefully that it is much more competitive for our fans of death.

Jon Robinson: I see now are tracked adrenaline on the screen. What does?

Cory Ledesma: In recent years, we leave you free to run and what has happened is used around the world running direct attacks. This is something that is a huge pain in line. So now that we limit much of how long and how it can be run. We don't do anything where fall or anything, simply can not run ever more. But this does not affect the Irish whip as what would happen before is that configure the whip Irish, his opponent who is tired of traveling. It's not very fun. This disables adrenaline for whips Irish.

Another thing that we've added is directed extremities. Let's say we want to go after the leg, just press the button. Or if you put in a prison and wanted the head hit me and. If you want to direct weapons, that is x and B. This cool is that you can work the same part of the body to the presentations of the Setup program. We also have this work by what affects the attributes of the rival. If keep pounding on the legs, you can limit the amount that runs. Pound in his arms and he will not be so strong. Keep wearing on her head and become groggier for a long time. This adds a new element of strategy to the gameply. As I have said, our goal this year is game. I know that many of our fans have been consistently add all this new technology, we should be eliminating modes. but we still have the same sorts of concordance, still have a huge list and all other creation modes are still here. Not to make big cuts or anything like that, but when the hardcore fans finally get the opportunity to pick up this game, the new system of flow and animation really everything that I feel like a new game and I think they will really like what they see.

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Source: lordsofpain.net

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