Seite 2: Hydrophobia Prophecy - Neuauflage - PSN-Version für Mai 2011 angekündigt

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Neuerungen von Hydrophobia Prophecy

Graphics

Enhanced Graphics Engine
• Enhanced environmental lighting throughout the game
• High resolution textures
• Updated video texture work
• Hugely improved particle systems throughout the game
• Depth of field effects implemented
• MLAA anti-aliasing
• Improved lighting and shadowing solutions

HydroEngine Enhancements

HydroEngine Graphical Improvements
• Enhanced character DripMapping technology
• Improved reflection and refraction mapping
• Enhancement underwater visual effects
• Underwater depth of field effect
• Enhanced particle system and improved performance
• New high resolution RippleMap simulation responds to characters and objects

Improved Movement and Animations
• Jump distance more accurate relative to movement speed
• Added stationary jump
• Speed of movement through vents increased and animations improved
• Speed of movement with MAVI increased
• Various animations refined to provide better feedback

Narrative and Backstory

Character and dialogue
• Scoot character remodelled
• Scoot character recast, now played by Oliver Vaquer (GTA: Liberty City Stories, The Warriors, Law & Order)
• Characterisation improved with remastered voice acting and additional scenes
• Mila characters role has been enhanced with compelling new scenes

Storyline enhanced and completed
• Dramatic new plot points shed light on the back story and the Prophecy of Malthus
• New in game video communications enhance the narrative without disrupting gameplay
• Compelling new cutscenes and dramatic twists
• New mechanics designed around the deeper narrative
• Hydro Kinetic powers brought into the main story
• Dramatic new ending completes the story arc

Wading and Swimming

Character Interaction with water
• Reworked Kate’s bracing animation and responsiveness
• Eliminated undesirable situations where the character was swept out of player control
• Increased speed of recovery after being wiped out by water
• Removed invasive reactionary animations after being wiped out by water

Art Direction

Major Environmental Overhaul
• Improved environmental lighting
• Re-designed locations add variety and drama
• Spectacular new environments introduced
• Reworked environmental assets

Audio

Music and SFX
• New and improved music tracks
• Re-mastered audio and improved sound design
• New SFX added to various feedback systems

Puzzles

Puzzle Improvements and Additions
• Improved lock-on effect for electric cable puzzles
• Added mini-puzzles to existing areas
• Exclusive new environments introduce new physics based puzzles
• Ability to manipulate floating objects to solve bouyancy based puzzles
• New narrative based challenges

Combat and Cover Systems

Enhanced Combat System
• Individual bone based enemy lock on feature (depending on difficult setting)
• Improved aim assist functionality
• Dynamic aim reticule adapts to different ammo types and combat behaviour
• Destructable object system reworked for greater feedback and effectiveness
• Ammo distribution refinements
• Greater variety of ammo earlier in the game
• AI enhancements and performance improvements
• Instant ammo collection features eliminates unneccessary button presses
• Rebalanced Sonic Rounds for more effective combat
• Reload times reduced for better combat flow

Cover System Enhancements
• Blind fire functionality added
• Turn corners while in cover and engage in flanking maneuvours
• Cover animation improvements
• More responsive and smooth cover transitions

All new Floating Cover system
• Grab bouyant object to use as dynamic cover in water
• Use floating cover on the surface or during underwater combat

New Climbing Combat system
• Ability to shoot and engage in combat while climbing or hanging

Levels and Game Balance

Level Design Improvements
• Enhanced and redesigned levels
• Exclusive new levels to explore throughout the game
• All new mechanics, puzzles and combat added
• Dramatic new end sequence using Hydro Kinetic abilities
• Decrypting doors sequence shortened
• Tutorial added for hack mini game
• Improved feedback, waypoint design and tutorials
• Better checkpoint design
• Improved difficulty setting design
• Rationalised waypoint system choice allows players to set their preference for how much hand holding they want independently of difficulty setting

Darknet

Contextual Dev Feedback System
• Bring up Dev Feedback from the pause menu at any time to comment on your experience
• Your feedback is uploaded to Dark Energy augmented with contextual information about the gamestate
• Dark Energy will continue to act upon gathered data from the playing community

GUI and Front End

Menus reworked
• Front end menus re-designed
• In game menus re-designed

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