GT: Will there be any sort of pre-mission planning phase?
Eric: No, 6GUN is designed to be a Combat/Action game for the console gamer. Although
the game will feature CQB (Close Quarters Battle), hostage rescue and squad
control it will not require the player learn a cumbersome mission planning
interface or complicated menu systems for squad control. Players will be put
into the action and will make their decisions in real-time using an intuitive
context sensitive menu system.
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| Using a corner for cover. |
GT: How would you classify the game – is it a pure first-person shooter or a
squad-based game?
Eric: 6GUN is a 3rd Person Combat/Action game first and foremost. It also features
squad-based gameplay, but squad control will not interfere with or diminish the
player's experience. Players will not need to hide while they go through a
complex menu system to to order their squad to perform simple tasks.
GT: How realistic will the game be? Will it be more of an action shooter or a “one
shot and you’re dead” sim?
Eric: 6GUN is not designed as a "one shot one kill" tactical sim. It is an action
game. Realism will come from the weapons, equipment, AI behaviors, story and
settings but the game will rely on fast paced action to keep the player
entertained and playing.
GT: How will players interact with their teammates?
Eric: Players will interact with their teammates through a simple, streamlined context
sensitive interface. A two button interface will allow players to give orders to
their team in combat. Where more complicated interactions are required such as
assaulting a room a context-sensitive menu will appear giving players the
ability to quickly select from a wider range of choices. The goal is to keep the
player in the action rather than scrolling through menus or un necessary choices
when trying to use his teammates in battle.
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