![]() Have you planned to add more combinations of different abilities to improve the interaction of polymer types with each other and make the combat system more varied? But we promise that players will be able to try out some new abilities in the upcoming DLC. For this reason, we decided to focus on an even number of them. But at some point, we realized that we needed to focus on the most interesting of them, the ones that combine with each other the best, in order to deliver at least some of them by the release state.Īs a result, we found out that the high dynamics of in-game combat severely limited the buttons available for abilities. We had a lot of ideas for different abilities for the Polymer Glove over the course of development. Compared to other games, the Polymeric Jet stands out the most: it sprays a layer of pure polymer that sticks to enemies and surfaces, conducting various types of elemental damage and amplifying their effect.The way abilities are used in combat is quite standard, as each polymer skill is effective against certain enemies and/or gives the player specific advantage in different situations.Each ability has its own skill tree, but only two active skills can be equipped at a time.There are five combat skills in Atomic Heart: Shok, Frostbite, Telekinesis, Polymeric Jet, and Polymeric Shield.Did you initially stick with the set of skills from the final version, or did you have to drop some of them during development? The theater, by the way, was the very first location we built and tested for the game, and it remained virtually unchanged throughout the entire development.Īnother integral gameplay element of Atomic Heart are the polymer abilities. We really drew a lot of inspiration from this game, especially when working on the Maya Plisetskaya Theater. ![]() Its approach to sound design and music is almost genius. ![]() In fact, the list could go on, but we would like to mention Dead Space specifically. We were also inspired by shooters like Doom Eternal. Were there specific projects that inspired the game itself and its combat system?Īs we already mentioned, we drew some ideas from the Soulslike genre. So we hope that we managed to achieve this goal. Hence the concept of save rooms, which is also quite an unusual element for modern first-person games. We decided to put melee combat at the forefront to recreate the feel of the Soulslike genre, which we initially looked up to when working on the core mechanics of the game. So it was interesting for us to experiment and show familiar mechanics in a new light. Mundfish game design team : From the very beginning of development, we aimed to create a shooter that would be different from other games in the genre. Different weapons have unique charged attacks, such as crushing blows or reflex blades, that consume your energy.Melee combat is an essential part of the gameplay as you can minimize the use of firearms and still effectively fight most enemies by making the right upgrades.Each weapon has its own stats (damage, attack speed, range, etc.) that can be improved.There are several types of melee weapons in Atomic Heart, ranging from the basic fire axe to different blades and maces that can be crafted using blueprints.And on PC the performance is absolutely fantastic. There is clearly a lot of love put into this game, weapons and powers are still quite fun to use. I never used gamepass for PC so I got it for a $1 for the month which is regardless a bargain and even for the regular 12 (CAD) it would be for gamepass I feel its worth it to try out. It's level design (I am still in the opening hours) is a bit more linear than Bioshocks semi open levels, but it is otherwise IMO very similar in its looting, weapons and powers. I will say the powers in Bioshock did offer more variety to combat, in particular the fights with the Big Daddies, the ability to turn enemies on one another, confuse the security systems gives Bioshock that vaguely diet immersive sim quality people tout Bioshock to have. ![]() Bioshock is far more mindful and the atmosphere is better in Bioshock overall, but the general aesthetic of Atomic Heart is excellent. It's a fairly linear shooter with powers and a very cool aesthetic. It's about as much of an immersive sim as Bioshock is.
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