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Game Overview
Project Offset is the very pinnacle of epic fantasy warfare: A class-based union of visceral, close-quarters melee and long-ranged shooter combat set against the backdrop of cataclysmic war. Features in the game include:
* An engaging single player adventure, experienced through the perspectives of multiple heroes from two warring factions and an extensive online component to continue the war alongside or against other players
* Two ferocious armies, composed of culturally diverse races and classes, providing unique play experiences with different abilities, weaponry and tactics
* Ridable war beasts such as Siege Trolls, ferocious Lizards and charging Battle Boars
* Objective-based multiplayer combat that focuses on capturing, constructing and destroying key points throughout the battlefield as well additional game modes to extend the mayhem
* Breathtaking visuals powered by the bleeding edge technology of the Offset Engine; Life-like characters and environments, brilliant lighting effects, rock-solid network code and physics.
Hybrid combat
Project Offset provides a high action combat experience with the control scheme and frenetic pace of a FPS, like Halo, but split 50/50 between projectile and melee combat. To realize this goal, an all new hybrid combat model has been created that integrates intense shooter gameplay with a streamlined but strategic melee fighting system. A combination of attacks, parries, and grab maneuvers, often found in modern fighting games, is simplified to simple button combinations and adapted to a shooter style control scheme. The player is given the ability to block, dodge, and even reflect projectile attacks to balance the melee and ranged combat into a seamless, high intensity battle experience.
Parrallel Storytelling
Our single player game is not based around a single main hero with a single story arch. Instead, you, the player, experience the conflict through the eyes of multiple characters similar to movies such as Sin City, Pulp Fiction and Crash. As you strive to complete each mission, and as each character's goals are met, story lines will begin to intersect, and the plot will become more intriguing and complex. You will even see the actions you performed as one character have consequences for another as the mystery unfolds before your eyes.
As an example, there is a tale of a great Warrior who changed the fate of the world. The player will defend a ravaged human village, and then journey to his home, Abinden, only to see it destroyed by goblins. His story will continue until a specific event.
During this event , narration will take over, a cinematic will play, and the tale of the goblin will be introduced. You will now embark on a journey as this goblin, motivated by his own revenge. Your mission will be to overtake and burn a human village and eventually overthrow and destroy the giant city of Abinden.
These stories, while interlinking, will not be linear. The sorceress' tale, for example, while being one of the last tales the player experiences, actually starts centuries before. Here the player will get more pieces of the puzzle before returning to present time.
When the single player has ended, the player will have seen the world from all angles. Moreover, he will have learned to play each character class and be ready to dive into the multiplayer. This storytelling technique also leaves room for additional tales released as expansions, or delivered episodically. By introducing new characters in this way, the franchise can be expanded indefinitely.
SCREENSHOTS
FILMER
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Player Classes
The Wheel of Power:
Every class has a Boon and a Bane. For instance, Wizards are vulnerable to stealth and backstabs, Engineers can see those in stealth with their goggles giving the Engineer the advantage. This balancing act helps to solidify a team-oriented system designed to promote cooperation when facing multiple opponents - no one hero is superior to every opponent on the battlefield. The following diagram further illustrates the power offsets defined by classes
Warriors charge to the front lines of battle wielding powerful, two-handed axes or swords while donning protective armor capable of sustaining immense punishment. The Warrior's battle-cries fuel his rage where lesser soldiers would have been overcome by fatigue and injury. His mighty strength enables him to tear through shields and slam into enemies with concussive effects.
Races: Human, Satyrii
Weapon Set: Repeating Crossbow & Two Handed Sword
Skills
* Cry of Deadly Rage
* Shield-Breaking Blow
* Boomerang
* Shoulder Slam
Engineers supply invaluable support to their allies with additional ammunition, the repairing and construction of key objectives on the battlefield and the ability to deploy traps. The goggles these soldiers wear also enable them to see through the dark magic of Wizards and the stealth of hiding Assassins.
Races: Dwarf, Goblin
Weapon Set: Blunderbuss & Two Handed Axe
Skills
* Create Ammunition
* Place Trap
* Goggles
* Naphtha Grenade
Paladins revive fallen comrades and heal injuries while relying upon their protective shields to defend them from projectiles. Their massive flails and heavy hammers have been blessed to purify the corruption of Darkness and their ability to manage groups of enemies makes them invaluable in large encounters.
Races: Human, Satyrii
Weapon Set: Flail & Heavy Crossbow
Skills
* Light of Truth
* Heal
* Holy Armor
* Mezmerize
Assassins may vanish into their surroundings and perform swift kills from behind. Their trusty grappling hook enables them to reach vantages perfect for their long-range sniping attacks. Coating their blades with a Mana-draining toxin, even the most powerful of Wizards have reason to fear Assassins.
Races: Dark Elf, Wood Elf
Weapon Set: Long Bow & Twin Daggers
Skills
* Grappling Hook
* Poison Gas Bomb
* Stealth
* Spellbane Thistle Poison
Wizards wield the awesome powers of the arcane to channel deadly spells that may deluge an open field with piercing shards of ice, immolate foes in torrents of flames, enshroud their surroundings in an unnatural darkness or shock enemies in an array of surging energies. The Wizard's powerful staves focus elemental rage upon large groups but require the expenditure of precious Mana with every spell cast.
Races: Human
Weapon Set: Fire Staff, Ice Staff, or Dark Staff
Skills
* Deflection Sphere
* Gust of Wind
* Veil of Darkness
* Enchant Weapon
Mounts
Bestial Mounts in our game will be utilized as vehicles, serving both transport and combat roles. We seek to create a dynamic between mounted and infantry players in a way similar to the Battlefield™ games but we will expand on this interaction by treating the mounts as intelligent creatures, giving them allegiance to their controlling faction and allowing them to emote pain, fear, and rage in combat.
Siege Troll
Siege Trolls will be the "tanks" in our game. Thick-skinned and largely resistant to infantry attacks, Siege Trolls will dominate infantry engagements, destroy villages, and tear down castle gates.
Razorback
The Boar mount can be thought of as an Armored Personel Carrier (APC). It is a four passenger, medium speed gunning platform with a powerful trample attack and at least half cover for all of its occupants. The driver will primarily be responsible for driving the beast, executing it's trample/goring attacks, and providing a stable platform for his gunners. Two of the passengers will have gunning positions with repeating heavy crossbows and a third passenger will occupy the upper basket, utilizing their ranged weapons and class abilities.
Battle Lizard
The Battle Lizard will be a fast attack beast and will provide a more traditional, single person mount for our players. It will be nimble and allow riders to use their ranged and melee weapons, class abilities, and the Lizard’s powerful bite attack while mounted.
Redigerat av Nyluh, 08 januari 2008 - 11:37.