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Fracture Interview
Amped News: There are expectations for this to be an extending franchise. Is that probably going to be the case?

DP: Yeah, we would love to make that out of Fracture. We think that it has a lot of potential. We’ve got great gameplay and great technology. When we look at the process of making a game and moving forward with specific content, it’s one thing to have great visuals. I think great visuals are obviously expected on next-gen consoles. But what we also look for is something that’s next-gen gameplay, and we think that terrain deformation is truly next-gen gameplay and something that could only be done on the next-gen consoles.

Amped News: Can you tell us anything specifically about the multiplayer?

DP: We will have more to say on multiplayer in a couple of months. We will have great multiplayer modes and it’s somewhere that we expect the game to shine.

Amped News: How will the cybernetic and genetic upgrades be handled in the game? Will there be a form of currency that you can use, or will it be an experience based system?

DP: The player will have augmentations that they will be able to take advantage of in the game. That’s another thing that we will be revealing more as we move forward.

Amped News: Will the weapons themselves be upgradeable?

DP: Right now we don’t have plans to have upgradeable weapons. But we do have plans to have a really deep selection of weapons. And I think one of the things where the weapons really shine is that they all have alternate firing modes. They’ll have a primary firing mode that’s something familiar to the player, and the secondary firing mode will be a terrain deforming firing mode. What we’ve showed so far in the unveiling is the secondary firing mode for the main Atlantic Alliance machine gun, the Bulldog; we showed secondary fire on the Invader Shotgun; as well as secondary fire on the rocket launcher. It gives each individual weapon a lot of depth and a lot of utility and allows you to play the game in the way that you want to play it. What you’ll find is that as we reveal more weapons that we’ve got a very rich selection, but they’re also very clearly articulated and well designed.

Amped News: What is Terrain Deformation, and how does it work?

DP: Terrain deformation gives the player to ability to reshape the battlefield on the fly. It is utilized through both grenades and guns. We think there are fives uses for terrain deformation. Number one is obviously to destroy your enemy. Number two is for navigation; so being able to work your way through the battlefield. Number three is to gain a tactical advantage on the battlefield on the fly; so being able to create an object that gives you the height advantage and gives the ability to see more of the battlefield. Number four is for puzzle solving. So, puzzle solving will be something that will be central to the interaction with the terrain. The player will be presented with challenges that they will need to solve. And number five is for cover. We want the player to have the ability to create cover on the fly on the battlefield.

Amped News: Every bit of terrain can’t be destructible. Where does the line get drawn? Is there some new indestructible alloy that will be used in the game?

DP: The main battlefield will be almost entirely deformable. There will be some areas that won’t be, but they will be clearly related to the player if they’re not deformable. The battlefield is really a living thing. We don’t want it to be a really narrow path game. We want the player to feel free to experiment and try to solve the challenges the game presents in the way that they choose. So, the best way to do that is to have as active and open a battlefield as possible. Putting in as much deformable space in these battlefields is central to part of the game.
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Also Available On:
Xbox 360
Published by: LucasArts
Developed by: Day 1 Studios
Genre: Action
# of Players: N/A
ESRB Rating: Rating Pending
Release Date: US: Q3 2008
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