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Splinter cell blacklist heavy infantry
Splinter cell blacklist heavy infantry












If you try to make something else completely, then you're no longer making the game that you're starting from." "If you try to slavishly reproduce it, then you're making someone else's game. That approach helped the development team find a proper middle ground on how to push things forward for the series without straying too far from the core experience fans want, Everett said. I think if you take the things people love and you find a way to amp them up without diluting them, I think that's probably your best bet."įor Blacklist, that meant bringing back a few things that had been left out in the series' last go-around, like moving dead bodies to avoid detection and using non-lethal takedowns on enemies. "We just made everything easier to get at, and we made it feel better. "At a root level, at a gameplay level, we took nothing away," Everett said.

splinter cell blacklist heavy infantry

Speaking with GamesIndustry International at last month's Montreal International Game Summit, Everett said that was one of the key decisions the studio made when it set to work on Splinter Cell: Blacklist. Ubisoft Toronto game designer James Everett has one piece of advice for any developers trying to do something new with an established franchise: don't take stuff away.














Splinter cell blacklist heavy infantry