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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."

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