It hadn't, but the added time demand brought the team right up to release date, before anyone realised the user interface hadn't been updated to tell players how to launch into a sprint. The Chinese Room then switched to the "hold R2" method, which then required another round of play-testing to make sure the late addition to controls didn't break the game. "It didn't matter about the speed, it was the psychology, the choice," says Pinchbeck. ![]() However, play testers were demanding a way to trigger faster movement themselves. ![]() Originally, the game featured autosprint - that is, keep moving with the L thumbstick and you'd gain speed.
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