![]() So that kind of density, that packed nature that I think was so palpable in the first trilogy – it’s going to be one of our guiding lights as we go forward.” ![]() He goes on to say, “We talked earlier about that dense world, where every square inch is important because they're all a consequence of a choice or setting the table for the next choice from the player’s point of view. “With that, though, what do we need to do to absolutely preserve the feeling of early Splinter Cell? We’re going to be straddling the line between the spirit of the old, and the comfort of the new, so that we can excite and surprise new players, but also make sure that when our returning players pick up the controller, they have that sigh of relief, saying “Ahhh, they got it.” “There's stuff that simply needs to be redone from scratch to be up to snuff for a modern gameplay experience,” Producer Matt West notes.
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