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Splinter Cell: l'animation en force de ventes...

Après Lucas Art, au tour d'Ubisoft de mettre l'animation de ses jeux en avant. Dans Spliter Cell Conviction, Sam Fisher a appris deux trois truc:
Past Splinter Cell games weren't exactly inviting to those who weren't willing to get past the steep learning curve and figure out the controls. Simply opening a door involved a series of button presses as you approached it, peeked through, and then chose from a list of entry methods.
The developers at Ubisoft knew this would not fly in Conviction. A game that requires players to make quick reactions must have a control scheme that allows for easy interaction with the environment.

To meet this necessity, a three-button schematic has been put into place. One button will be for grabbing on to objects, say a chair, a doorknob or an enemy. Another will be for aggressive interactions. Depending upon the context, it might be used to kick open a door (or just throw a shoulder into it if you're running) or punch a cop that has the drop on you.
The last button will be for stealth. Pushing it near a desk will cause you to duck underneath to hide, slowly open a door, or imitate the crowd around you. You can see how combinations of these buttons will allow for more complex interactions whereby you can do things such as picking up a table and then hiding behind it for cover or throwing it at an enemy as a weapon.


Je dirais plus qu'il s'agit de l'illustration de la force du contextuel.

Écrit par : Whirly | 29/05/2007

May the context be with you!
En tout cas, content de voir que la current gen permet de rendre des junkys en plus des bidasses de la vielle-gen.

Plus c'est puissant, plus c'est poilu.

Écrit par : skaven | 29/05/2007

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