As far as the feel of the vehicles and playing a role in combat, I think it's still going to work out pretty similar to how it is for PC. The increased vehicle counts were made in mind of wanting to shorten match times (and) people need to get moving. The vehicle fidelity feels really good on a console. TM: First off, the vehicles, it's great because we're used to having to feather 'A' and 'D' to turn on PC, whereas with the console, you get the actual analog and you can turn a little or gas a little/lot. How do you feel about the vehicles? Do they play more of a role in combat? You've talked a lot about the smaller mechanics: the increased bullet velocity, the decreased bullet drop just so the gunplay feels a lot better, and since you got rid of the car keys, everyone can just hop into a vehicle and drive around. The removal of inventory management, the removal of crafting, salvaging, reworking how the loot system works all of these were cognizant ideas around 'what do we need to do to preserve the core feeling of H1Z1 and just make it feel good on a controller?'. Nobody ever gets excited about diving through inventory, especially when you're in combat. We didn't want to just straight port it, because there are a lot of aspects of (H1Z1) that just didn't feel at home on the controller. We took a look at the PC version and we wanted to do our due diligence to make sure that we refined and streamlined the game for the console. TM: We've been in development for many, many months at this point. How long have you been in development on the PS4 version of H1Z1? To answer some of the questions we had about what changes are coming to H1Z1 on console, we had the pleasure of speaking with Tony Morton, Lead Combat and Systems Designer for the project at Daybreak Games. In the hours leading up to the first matches of the H1Z1 Pro League in Las Vegas, Nevada, we had the chance to take a quick look at the announcement of H1Z1 coming to the PlayStation 4 on May 22nd (other platforms might follow at a later time).
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