![]() "So if shooters can do that, it seems like we should be able to do the same thing, because we have the same goals." ![]() "We kind of took cues from Halo and Call of Duty and first-person shooter games that do this all the time, they've gotten away from the med-pack concept but they both keep the pace high," says Pardo. Every fight in the scrambling thousands of them you'll have to do has the chance of going down to the wire, but the lower your health, the more you're going to want to fight. The pace, if anything, is even faster, the rhythm altered. The game now controls when you can recover health, and you don't. ![]() Diablo's health system previously relied on potions that you could trigger at any time, and used up slots in your inventory and your action bar: gone, meaning more items and skills available, and a cleaner interface with more utility. Simple, right? But think about the context, and the implications. You've seen it in a hundred action games and platformers before, enemies dropping little red blobs that recharge your health.
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