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NPC Interaction
Thresh's comments in BLACK
CalBear's comments in BLUE
NPC Interaction
CalBear:
Kingpin sets itself apart from the other shooters by having the NPCs (non player characters) interact with you differently depending on how you approach them. Walk up to someone with a weapon drawn and they'll be belligerent, or even start attacking you. If you instead have your gun holstered, they'll react differently and may even help you with information or items. When you talk you have to choice of answering in a friendly or a hostile manner. Again, this affects how the NPC and his/her friends will treat you.
This is my posse in the corridor of the projects
Losing Focus
For the first part of the game this works out beautifully. Trying to go all out hostile will result in a quick ass whupping for you, while being more friendly with certain characters will get them to be your allies or allow you to get useful information. However, as the demo wore on, the Xatrix team seemed to get away from the promise of this interactivity. Once you get past the sewers, the ol' shotgun diplomacy (shoot first, ask questions later) seemed to be the rule of the day. I honestly would reload the later scenes and retry them with my gun holstered and honey tongue at the ready - however this only gave the computer enemies free shots at me. That disappointed me a lot and I hope this was because they were in a rush to finish the demo. There's a hit game hiding in here somewhere, if enough time and thought are given to the single player design.
The projects (Noun) - a shorthand term for any low income government housing building.
If you use the definition from gangsta rap or gangsta movies, then the projects are a rundown apartment building home to crackheads, prostitutes, and other criminal elements.
One dorm facility at Cal (Unit 2) used to be so crappy that students referred to it as "The Projects." It was renovated a couple years ago.