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Summing it up
Firingsquad: When you put on new items/weapons/armor is there a visible change in
your character?
(Rex) Weapons and armor will appear on your character in real time as
you equip them. This is one of Revenants standout features because of
the way we handle our armor system. Each set of armor (there are over
35 in the game) is comprised of five seperate pieces. These are
helmet, chest, gloves, legs, and boots. Each piece can be combined
with pieces from other armor sets, allowing you to dress up your
character in a virtually limitless variety of armors. There are about
40 weapons in the game including axes, swords, sickles, maces, and
much more.
This place looks ominous
Give him the axe, the axe, the axe!
Firingsquad: What is your (Rex's) favorite feature in the game?
(Rex) I'm kind of torn between the editor and the combat system.
As for the editor, Revenant will ship with it's editor and tools
intact. This will enable players to build their own RPG's. Since
Revenant uses a tile based system, you don't need to know any 3D to
build levels. It's a simple drag and drop interface. We are also
including our tools for scripting so players can write their own
storylines.
Our combat system is what truly sets us apart. We knew we didn't want
a menu driven turn based system like most console RPG's. We also knew
we wanted something more expansive than the simple "point and click"
combat style found in games like Diablo. What we ended up with is a
fully integrated 3D fighting game style of combat. It includes hand to
hand, bow, stealth, and weapon combat and features interactives and
fatalities. We wanted an RPG with a truly kick ass combat system, and
that's axactly what we accomplished.
Open Sesame!
He's a lot bigger than you are
Firingsquad: The Eidos website states that the characters are motion captured, but
the Cinematix site says they are hand animated and not motion captured.
Which is correct?
(Marvin Donald-Animator) Both statements are correct. The Combat
System is built entirely on hand animated work in order to allow
creative flexibility
with gameplay design. Our motion capture system was used for dialogue
and scripted animations for added realism.
Sharp looking entrance way
Sneaking up for a suprise attack
Many thanks to the Cinematix and Eidos for all the screenshots and doing this interview for us!
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