The original game one of the problems
Precio : Gratis
Publicado por : taoaxue
Publicado en : 06-03-24
Ubicación : Albacete
Visitas : 23
The original game one of the problems
The game is set 30 years after the first, World of Warcraft Season of Discovery moves far from the first game's disappointing conclusion and makes the chance to start over in a brighter and attractive post-apocalyptic environment. The game was co-developed by Avalanche Studios, the team responsible for WoW Classic SoD Gold Mad Max and the World of Warcraft Season of Discovery series and Mad Max, the sequel will harness the strengths of the developer's approach to thrilling adventures in open worlds and the sassy action of the id Software style of gaming. At QuakeCon we had a chat with id Software studio director Tim Willits on the new features in World of Warcraft Season of Discovery, collaborating with Avalanche Studios, and the crucial, but painful lessons they've learned from their previous game.
Do you have any thoughts on how the reception has been so in the past to World of Warcraft Season of Discovery? It was apparent that players had to get over their shock at having to watch Rage once more before they became more interested in what the sequel will provide.
The reception is great, as people have seen the fact that World of Warcraft Season of Discovery can fulfill the promise we set in Rage 1. The original game one of the problems we had was that technology prevented us from having an open world. You had your levels load when you played in the first person mode, your levels load when racing, and then your levels would load in the desert. In World of Warcraft Season of Discovery, it's basically open. There's no loading levels or loading, just go. You'll go to your objectives and missions, you leap out, and then play.
This gives you an understanding of "Yeah it's an id-style game." We really worked close with the Avalanche team to cheap WoW Classic SoD Gold create that authentic battle in the id style. Also, with their Apex engine, and working with their team, and watching the lessons their experiences have gave me specifically how to think of think in an open world, where the situations are more fluid, and the narrative is more fluid--you are able to kind of wander around and accomplish everything. It's been really enjoyable to work with this exciting open-world technology.