NGC
11-10-2005, 05:20 PM
معلومات عن اللعبة :
الناشر: مايكروسوفت
المطور: سيلكون نايتس
تاريخ الإصدار : US: Holiday 2006
===================
العرض الجديد لـ Too Human (http://media.xbox360.ign.com/media/748/748783/vids_1.html)
===================
أما عن المقابلة فهي طويلة :أفكر: حوالي اربع صفحات تقريباً
IGN: Readers may not know this, but the concept for Too Human goes way back, predating even Eternal Darkness. Can you talk about how the idea for the series was born?
Denis Dyack: The concept for Too Human actually pre-dates Blood Omen: Legacy of Kain and was conceived in 1993-1994. The concept for Too Human was born out of a desire to create a game that addressed issues of technology and its effect on society. By addressing issues of what separated man from machine we hope that we could create a game were we could address the nature of the human soul.
The original concept was written on a 3 page outline describing an action orientated game with depth. Key to the concept was (and still is) that you are always being told that you are "Too Human" and that you need to cybernetically enhance yourself to deal with the growing threats surrounding you.
IGN: Too Human started out on PlayStation 1 and was redesigned on GameCube. How far along did the GCN version get and why did you decide to halt development on it?
Denis Dyack: The GCN version of Too Human only made it to a prototype stage where we started doing camera experimentation. We created a 3D engine that seamlessly loaded areas from the disk. This was our first experience with the GCN and we ended up using some of this work on Eternal Darkness (ED) when we moved it to the GCN. Once we started the GCN version of ED all of our resources were put on it. After ED we then started work on Metal Gear Solid: Twin Snakes (MGS:TS). After MGS:TS it was clear that it was too late to start development for this current generation and all work on Too Human was focused on the next generation.
تكملة باقي المقابلة (http://xbox360.ign.com/articles/657/657404p1.html)
سلاام :ciao:
الناشر: مايكروسوفت
المطور: سيلكون نايتس
تاريخ الإصدار : US: Holiday 2006
===================
العرض الجديد لـ Too Human (http://media.xbox360.ign.com/media/748/748783/vids_1.html)
===================
أما عن المقابلة فهي طويلة :أفكر: حوالي اربع صفحات تقريباً
IGN: Readers may not know this, but the concept for Too Human goes way back, predating even Eternal Darkness. Can you talk about how the idea for the series was born?
Denis Dyack: The concept for Too Human actually pre-dates Blood Omen: Legacy of Kain and was conceived in 1993-1994. The concept for Too Human was born out of a desire to create a game that addressed issues of technology and its effect on society. By addressing issues of what separated man from machine we hope that we could create a game were we could address the nature of the human soul.
The original concept was written on a 3 page outline describing an action orientated game with depth. Key to the concept was (and still is) that you are always being told that you are "Too Human" and that you need to cybernetically enhance yourself to deal with the growing threats surrounding you.
IGN: Too Human started out on PlayStation 1 and was redesigned on GameCube. How far along did the GCN version get and why did you decide to halt development on it?
Denis Dyack: The GCN version of Too Human only made it to a prototype stage where we started doing camera experimentation. We created a 3D engine that seamlessly loaded areas from the disk. This was our first experience with the GCN and we ended up using some of this work on Eternal Darkness (ED) when we moved it to the GCN. Once we started the GCN version of ED all of our resources were put on it. After ED we then started work on Metal Gear Solid: Twin Snakes (MGS:TS). After MGS:TS it was clear that it was too late to start development for this current generation and all work on Too Human was focused on the next generation.
تكملة باقي المقابلة (http://xbox360.ign.com/articles/657/657404p1.html)
سلاام :ciao: