1 - Commodore Is Awesome
1 - Commodore Is Awesome
1 - Commodore Is Awesome
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WORK I N P R O G R E S S<br />
he can be killed for good.<br />
For the purposes of the sequel.<br />
graphic artist Teoman Irmak has<br />
redesigned the main Samurai character<br />
- he now stands a good 253/4<br />
taller and comes kitted Out in a<br />
snazz<br />
y control and the abilities of the char-<br />
nacter e remain much the same, con-<br />
w sisting of the familiar array of speed-<br />
gblur r sword slashes, but now he's got<br />
e<br />
more<br />
e<br />
freedom to use his weapon in<br />
the air.<br />
n<br />
As part of VID's attempts to make<br />
a<br />
The Second Samurai more console-<br />
n<br />
esque. the style of the actual play<br />
d<br />
area has been radically rethought.<br />
r<br />
Whereas the first game put heavy<br />
e<br />
emphasis on exploration (to the point<br />
d where players could get lost in the<br />
olandscape),<br />
here the environment has<br />
ubeen<br />
put together in a much friendli-<br />
ter<br />
manner There's less vertical<br />
fscrolling<br />
and the general way for-<br />
iward,<br />
that leads the player to the bad<br />
tguy<br />
at the end of each stage, is much<br />
. more rigidly defined, so even if you<br />
Tdo<br />
stray off the beaten track, it won't<br />
h<br />
be too hard to get your bearings<br />
e<br />
again. Those who like to explore will<br />
still be able to but as Mev puts it: "If<br />
people go exploring it will be<br />
because they want to, not because<br />
they have to." To encourage the<br />
more intrepid player, the levels have<br />
been designed to hold a multitude of<br />
secret rooms, chambers and pick-ups.<br />
The game's cerebral aspect is now<br />
a lot simpler, too. Puzzles are more<br />
localised, so while there's still some<br />
object manipulation to be done,<br />
things don't have to be carried<br />
halfway across a level; if something's<br />
blocking your way, vvhatever's needed<br />
to get you past it is sure to be<br />
nearby. Indeed, the concept of interacting<br />
with background items has<br />
been very much played up so as well<br />
us lugging objects around, the player<br />
can now ride on the backs of some<br />
enemies and even use them to help<br />
him solve puzzles.<br />
It's not clear how many different<br />
levels and stages there will be in the<br />
final game, or where they will be set,<br />
but t se first level - the only one that's<br />
actually working at the moment -<br />
takes place in a surreal 'twilight zone',<br />
including such oddities as giant pencil<br />
stabs, flying fish and bouncing<br />
statues. The levels are created initially<br />
by programmer Raf Cecco, who lays<br />
Out t le whole thing like a blueprint<br />
In the bees<br />
domain on the<br />
first level, the<br />
backdrops take on<br />
a honeycomb texture,<br />
complete<br />
with the golden<br />
sludge dripping<br />
from some of the<br />
orifices.<br />
Mmm,mmm. So<br />
far, only the level<br />
one graphics have<br />
been drawn, so<br />
what the rest of<br />
the game will look<br />
like is a mystery to<br />
all but Teoman<br />
Irmak at the<br />
moment, You'll<br />
just have to wait<br />
and see_<br />
using VID's powerful level-map editor,<br />
and then it's down to Teoman to<br />
provide the graphic atmosphere.<br />
building smart backgrounds around<br />
the bare bones that Raf has created<br />
It's this aspect that accounts for most<br />
of the work still to be done. The<br />
game mechanics are up and running.<br />
and the first few stages are fully<br />
playable. The task now is to design<br />
the rest, which includes not just the<br />
level layouts but also the graphical<br />
concepts for the rest of the levels.<br />
So there's still plenty of work to<br />
be done but given that the game has<br />
come this far it seems surprising that<br />
this is the first time it's been seen<br />
publicly since it was started late last<br />
year. Mev explains why: "We've<br />
always taken our time with our products.<br />
We don't show them to the<br />
press until we're happy with what<br />
we are doing. That's always been our<br />
policy, but especially so with The Second<br />
Samurai. We obviously want to<br />
make sure the game is going in the<br />
right direction, but we're also taking<br />
our time with the placement of the<br />
product with a publisher. After what<br />
happened with Mirrorsoft, we have<br />
to make sure that doesn't happen<br />
again." That's why, even with the<br />
game nine months into development<br />
and Vivid Image Design hoping for<br />
a release at Christmas. no publisher<br />
has yet been approached with the<br />
game so where it'll eventually end up<br />
is still anybody's guess. But one<br />
thing's for sure it will definitely not<br />
be a company run by a tubby Czech<br />
with his own private yacht...<br />
(Lett and right)<br />
Two of the<br />
games secret<br />
rooms. On the<br />
left a treasure<br />
chamber packed<br />
with coins and,<br />
on the right, an<br />
Asteroidsinspiredsubgam.<br />
where the<br />
player smashed<br />
statues with his<br />
sword.<br />
DOUBLE IMPACT!<br />
As it turns out, The Second<br />
Samurai is a bit of an apt<br />
title because the game has<br />
actually got one - a second<br />
samurai, that is. AHD are planning<br />
a simultaneous twoplayer<br />
mode that, if all goes<br />
well, will work both as a cooperative<br />
and competitive<br />
game element. "Hopefully it<br />
will create a lot of competition,"<br />
says Mee. "The two<br />
players can work together as<br />
well as against one another -<br />
its going to be very funny.<br />
The samurais will work to<br />
destroy a big boss together,<br />
but at the same time will<br />
always be rushing<br />
forward to get the bonuses<br />
before their partner."<br />
Mev is keen, however,<br />
to limit the competitive<br />
side of things so that it<br />
doesn't actually escalate<br />
to the point of the two<br />
samurais trying to kill<br />
each other. "The samurai<br />
is so powerful, it would<br />
take very little for them to<br />
kill one another, so what<br />
we're probably going to<br />
do is-allow the players to<br />
stun each other for just a<br />
second or two, so they<br />
can rush and get the icon<br />
or whatever first."