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[↓] Содержание (eng): Because of Havoc-Engine intergration all figures and objects interact realistic with ambience which of course can bring us sometimes unexpected shocking-moments. An classical SH element is the grain-filter which also is implantated in the game and profit from the next-gen power to discomfit the player. Also for the new next-gen trip the developer has is new effects of irritation and they are experimentation with it at the time to presentate much more than the grain-filter. The dynamical change of the ambience should be just one thing to make the feeling of the actuall area. The developer has also aim high for the fog and they definatly wanna use the next-gen power for that. The new "Defends-Ness". Because Alex is the first SH protagonist which is trained in using weapons the battlesystem in SHV should be much more manifold. Many defensive and ofensive actions are possible which also interact with the actuall weapon. The ambience like tables or chairs can play also a role. Grips are totally new and can be counter from enemys which should be an radical experience. If Alex military-education affect on the firearms isn't cleared yet. The enemys have an intensive AI. It isn't easy possible to run away - you can made an side-role to flee but enemys won't wait behind doors - they can change rooms. The reactions for noises and visual charms will be articulate. It is also possible to dupe the enemy when you distract 'em with light for example. Moreover The Collective will make the boss fights to an dilly special adventure. We can also be prepared for interesting riddles. In this way The Collective has experience with his game The Da Vinci Code. Pic 1 - Attic 1: Drastic Homeland. When Alex comes home nothing is like before. Pic 2 - Attic 2: Continual distress. As we know from the other SH games weapons are mostly rustic. Pic 3 - Alex at the machine: Headnuts guaranteed. Hard riddles can't fail in SHV. [↑] [>>] |