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| 25 MAY 2003 at 8:38pm |
EvaGuild Master


Posts : 3247 Joined: 5 NOV 2002
Status : Offline | There will be no platform jumping, key collecting, three-lives and you're out, random arcade-y kid-friendly silliness in our upcoming adventure game The Longest Journey: Static!
What about shooting, running, twitchy fingers, nerve-wracking keyboard-controlled 3D madness?
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| 25 MAY 2003 at 9:00pm |
Jenny100Guild Master


Posts : 3510 Joined: 12 OCT 2002
Status : Offline | Has anyone in here checked the Adventuregamers interview (posted May 25). http://www.adventuregamers.com/display.php?id=262
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| 25 MAY 2003 at 9:06pm |
EvaGuild Master


Posts : 3247 Joined: 5 NOV 2002
Status : Offline | Hmmm.... That actually sounds promising. But why the full 3D? The first was such a beautiful game.
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| 26 MAY 2003 at 1:17am |
adventuredogGuild Master


Posts : 3255 Joined: 14 JAN 2003
Status : Offline | Thanks Jenny for the link to the new article.
Static—which is still a working title—is going to be full 3D, combining puzzles that are traditional, action-oriented, environmental, subterfuge and even some degree of combat. Ragnar points out that the original game had sequences that involved some level of action, except in his opinion they were poorly executed. There will be no platform jumping, key collecting or other pure arcade gameplay. “It’s a game that puts you into a live reality in the sense that things happen around you and you have to react to the things happening around you. It’s not as slow as the first one and you have to participate more. That’s very vague, I know,” Ragnar laughs.
The action elements include things like rolling a boulder to crush a door instead of searching for a key. That sounds like a lot of fun!
But WHY MUST WE HAVE COMBAT! Can't the story be engaging enough without fighting? Can't fighting be dialog driven if it must be there or part of a cut scene or something? Just a suggestion.......
Still adventuring after all these years!
Patiently awaiting The Last Crown: Haunting of Hallowed Isle, and Bracken Tor...
... and Asylum if it's not tooooo scary...
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| 26 MAY 2003 at 2:33am |
adventuredogGuild Master


Posts : 3255 Joined: 14 JAN 2003
Status : Offline | More from Ragnar's website posted today:
Seems the word on the street is that I was misquoted on the "action-adventure" bit - and yes, we're talking The Longest Journey again now, probably for the last time in a while - which is sort of funny, because I haven't claimed that I was...even though I was. Sort of. That bit of info originally came from the Norwegian newspaper VG's online edition. At E3, I was caught in a hit-and-run interview that I hadn't expected (there were a couple of those, mostly regarding TLJ, which we'd planned to keep mostly mum on for the time being) or signed up for, and when I'm unprepared for something, I often ramble. I stand by most of what I said in the interview, but I actually never said "action-adventure". I said "adventure-action". Nit picking? Maybe. Point is, neither label describes the game very well. It's definitely not going to be a traditional "action-adventure", which I why I said "adventure-action" - with an emphasis on adventure. I'd prefer to call it just an "adventure", but then - for some - that conjures images of 2D pointing-and-clicking, static (no pun intended) gameplay, with limited environmental interaction and indirect character control. Classic adventures are fun, too, but TLJwon't be one of those. Why? Because we want to go further. We want to take the adventure genre to the next level. We want to revolutionise the way people play adventures, and we want to bring new gamers into the fold. If we're successful, expect a lot more adventures - not only from Funcom, but from other publishers as well. But that's just me being my usual cocky and arrogant self.
Thing is, whatever you think you expect to see, expect to be surprised. Yes, there will be action, but action that's perfectly in tune with the story, with the adventuring elements, with the puzzles, the conversations, the environment. No frustrating action. No pixel-perfect twitch gameplay. No button-bashing. No timed jumps. No falling to your death. No "Game Over" screen.
Why action? Because we're broadening the scope of the game's puzzles and challenges. How much action? Enough to provide variation. What kind of action? That's for another time. We're not talking arcade sequences forcibly inserted into the gameplay, by the way. We're talking about a game world that's entirely consistent with itself, where everything feels part of a greater whole. You'll be on an adventure in a world - or worlds - where there are dangers that require an approach that isn't just cerebral, but also physical.
Trust me - it makes sense. The story demands a more multi-tiered approach. The story is also a world better (pun definitely intended) than that of the first game. If for no other reason, play TLJfor the story and the characters. You'll be amazed. I promise.
I think that's all I have to say on that. Don't expect a lot of news or information about the game for a good while. When we're ready to do so, we'll launch a website with lots of cool stuff...but that won't happen until the weather gets chillier and everyone starts buying presents. For the time being, sit tight, think happy thoughts, and remember this: You won't be disappointed. Promise.
Oh, and before I forget: I still think that point-and-click adventures are all but dead. There are noteworthy exceptions, like Syberia, and I'm sure there will be a couple of great p&c games in the years to come - a couple - but they won't be made by us. TLJ:S's new mouse-driven PC interface, however, will do anything and everything a p&c interface can do, and more. In a much more streamlined and dynamic fashion. With bells and whistles. Adventure gamers will be dancing in the streets. Yes.
Still adventuring after all these years!
Patiently awaiting The Last Crown: Haunting of Hallowed Isle, and Bracken Tor...
... and Asylum if it's not tooooo scary...
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