Alien Hominid Invasion Interview - Chaos, Chaos and Aliens - Behemoth - Video Pelvic News, Instructions, Exemplary procedures, Reviews and Cultu


The Behemoth owner and artist Dan Paladin talks to Behemoth via the Al Hominide Re-Imagination.

It is over one and a half decades since we played the Behemoth's co-run-n-gun shooter for the first time alien hominid, _ but soon we will pick up his chaotic plot with unexpected revision, _Alien hominid invasion. With improvements and additions both visually and mechanically, the game promises to modernize the original in an interesting way. In the hope of learning more about it, we recently focused some of our questions about the game to its developers. The following questions were answered by The Behemoth owner and artist Dan Paladin.

"Many people seem to believe that we would do that _noch never me a continuation for one of our games, but that's just not true. We could do one day one day, but it would have to make absolutely the right points at the right time. "

What motivated the decision to rethink and reconsider alien Hominid HD ?

It is 16 years ago alien Hominid HD started. During this time a lot has changed for us. We noticed for the first time that the game was not so accessible due to generations of consoles, and when we thought about how we wanted to ensure that the "Alien" went on, we found that we had the experience now To create a game game, which has been greatly improved since our earliest days - to rethink everything we have learned since then. When we put together a prototype, we were too fun to do without it!

Are you considering the fact that you visit this property again, also to advance you in the future with continuations and the like?

Many people seem to believe that we would do that _noch never me a sequel to one of our games, but that's just not true. We could do one day one day, but it would have to make absolutely the right points at the right time. If we do this ever, we want it to be greatly improved, rather than just more of what we have already done. This means that we continue to gain experience and to grow as a team.

What a balance are you looking for between older content, which were redesigned, and completely new content?

The original alien hominide HD in comparison was frankly brutal. It had one-hit kills, was locked with their threats on the screen and had very little scope, if at all. All of these particular aspects are in the new completely different alien hominid invasion - a health system with slow regeneration, complete freedom of movement and just enough room to shake a stick. We have also implemented 3 different levels of difficulty from which you can choose, and up to 4 players online or offline (the original consisted of up to 2 players)!

The main focus was on improving the game while maintaining the taste. The basic capabilities were completely covered, but carefully. For example, the excavation was a direct drill to the ground, where they were sitting on the spot. With the new excavation you can quickly move under the earth and emerge under enemies and bring them out of balance. You can also dive not only through the air, but also dive out of the air and move smoothly directly into the dig mode!

"There's definitely a lot of weapons that you can free up and try when your intruder is growing."

In view of the fact that each individual player can also determine his own difficulty during the co-play, how is the game in such cases with the balancing in terms of health of the enemy, progress, combat encounters and the like?

The level of difficulty of a player is directly related to his healthcare system. For example, players on madness have only 40% of basic health, while players are friendly 200%. Players in Koop Games retain their individual difficulty levels when playing together.

How much variety can the players expect? Alien hominid invasion What are weapons and their design?

There are definitely a lot of weapons that you can share and try it when your intruder grows. Only a selection of this contains a photon cannon, a shotgun, a split laser, a ice shock and even a sword. Weapons have different strengths or weaknesses; It is particularly interesting that you can build your character around these strengths and weaknesses. The weapons are really just the beginning!

Boosts, mutations and heads have different types of statistics that are randomly selected for each drop of this item. Maybe I find something that changes the functioning of my weapon - a higher clip size or recharse speed or possibly more range or greater critical opportunities. Depending on which weapon I have and what style of play I have, I can build my alien so that it supports a variety of tactics.

Each player experiences another reward system when he rises. For example, I could find the photon cannon while finding the MiniGun on the same level. The rewards for levels are mixed to improve the multiplayer experience for each player while making the solo experience exciting!

You said that alien hominid invasion is a nonlinear experience - can you explain this special aspect of the game a little closer?

The players will find their own destructive way through a city. From there, every level you choose will random from a selection of handmade city blocks generated. We want to offer the players any other experience every time you always stay on your tiny alien toes!

"While there is a story, the focus is on wandering around as long as you want. There is a great focus on the replayability! "

About how long will an average playing of alien hominid invasion?

While there is a story, the focus is on wandering around as long as you want. The replayability is very important!

Do you have plans to start on PS4?

We always want to bring our games to more platforms! This will be our first simultaneous start to three platforms, and we look forward to this challenge. Then we have to see where the future of the game leads us.

Given the fact that the next-generation consoles are just around the corner, be thought about the next generation ports for the game?

We always like to bring our games to new platforms whenever we can! It's a bit too early to say, but we have to see!

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