When an NPC starts talking, a time bar appears below the scene and begins filling, first in red, with a single choice below. Taking complete control away from the player and making them read something, it takes away from the pacing a huge amount.” “It’s the unstoppable cutscene, or cutscenes where you feel you have no agency. ![]() “It came from me wanting to fix one of the biggest problems that I found in action games and videogame cutscenes in general,” Stander says. And that’s exactly what it was intended to do. It’s so important to the game that Graham led with it in his review. ![]() ![]() Katana Zero’s interrupt system introduces a light dose of interaction to dialogue, and this simple idea instantly feels better suited to the fast pacing of an action game than the pages of back and forth conversation that we’re all used to.
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