Something may be blocking a tunnel, in which case you should shrink it so it is no longer a problem. So how does this translate into the game? Things start off simple, as is always the case players will be gradually introduced to the kind of things they can achieve through shrinking and growing objects. Similarly, shrinking a chair becomes something you want to pick up and examine, even play with as part of a doll house. His example is that a normal-sized chair is boring make it huge, however, and some may call it art or at the very least will gaze in amazement. Steve’s interest in the the scaling mechanic comes from his observation of the effects size can have on human perception. This restriction is necessary so that puzzles can be based around it, and also so that players cannot go mental and just grow every object out of proportion. If you shrink an object, you gain more juice and by growing it you’ll lose some. With this, you can shrink and grow objects at will. The ammo, if you like, in this case is something called ‘Scale Juice’. Scale is first person and, yes, you do have a gun in your hand. The colorful presentation with the blue sky and green islands will stay, and things will just look different by the time the game has finished, which Steve says might be another couple of years away yet. Surely we’re desensitized to such clever ideas now though? Our reaction to seeing Scale in action proves that may not be the case.Īs this is the first time Steve has ever shown off Scale to the public, he wants to make sure that it is clear that everything is placeholder for now. Having one strong mechanic such as this usually proves successful – look at Braid and Portal for two of the best known examples. From this central idea, the gameplay wraps itself around and many different puzzles will be born. The principal behind it, we’re told, is that you can manipulate the environment through shrinking and growing it. We mentioned in our quick overview of the games on show at the IndieCade booth at E3 that Steve Swink’s Scale sounds like a promising idea, but little is actually known about it, despite it having been in and out of development for a while now.
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