While it is theoretically possible many of the scenarios were to be DLC, using the HDD's 40GB capacity, this hypothesis is unproven. In terms of storage capacity, the size of a PlayStation 2 DVD was limited to 4.7GB. By October 2002 some eighteen scenarios were in development with more in early planning. Firstly, the approaching deadline secondly, the storage capacity. In 2003, Studio 1 was met by two serious problems in the game's progress, both relating to its over-ambitious nature. Ultimately, it was abandoned and the game finally released in September 2004, nine months after its initial release. Problems developed in the European hunt for the game, and further problems were realised due to the PAL/NTSC running speed differences. As there was no dedicated server provided by Sony, Capcom had to shop around for servers in Japan, Europe and North America. Online capability for the game was based on an HDD expansion for the console, which would be able to download the game's data to improve loading times. This was still in its prototype stages in October 2002. One gameplay mechanic that was cut-out of the final version was one where the player could move their character in cutscenes. One of the earlier ideas for Outbreak, this mechanic was used repeatedly in the level "Outbreak". Another take on this concept was one where an endless number of Zombies would make their way into a room until the player finds out how to escape. Enemies could, therefore, appear as if seemingly at random in a room the player previously saw was empty. An extreme example is the " Searching Researcher" of Decisions, Decisions, that would walk a circle around the east wing of the university faculty building. In terms of enemy mechanics, Outbreak was unique in the series for having enemies placed on their own programmed paths, allowing them to travel from one room to another. In the online mode, the player will become a Zombie and get the chance to attack the other players before being killed. Once the gauge reaches 100%, the player will collapse and get a Game Over in offline mode. The most significant is the Virus Gauge, which dictates how fast the t-Virus is spreading in the character's body. Įach playable character has its own stats that affect it. Due to concerns that players having trivial conversations might make the gameplay less appealing or scary, it was decided that online gamers would also be limited to communicating via ad-lib. Through the use of the "ad-lib" system, the player would be able to communicate with these partners, ranging from simply instructions such as "help" and "go", and even request an item trade, but could even lead to scripted conversations giving plot insight. These partners would play the game autonomously, picking up items and fighting enemies. In each level, the player would begin with two partner characters, dubbed "AIPCs". This concept was also shared with 2000's Resident Evil CODE:Veronica and 2001's Devil May Cry. Using the power of the PlayStation 2, Outbreak was designed to load 3D backgrounds which would be explored with a dynamic camera fixed onto a rail. Rather than implying allowing the players to express their character, it was decided it would take on RPG elements, with the player able to pick specific characters with their own stats and abilities. Over time, this concept evolved, and Funamizu would turn it into its own game. Ammunition could also be hoarded by one player, which had reputations elsewhere when another was in need of help. Funamizu took notice that the Capcom developers playtesting it behaved differently when playing, with some running away to save themselves and others tackling the mutants head-on. Developed by Noritaka Funamizu, it was a multiplayer minigame that pit the players against various mutants. Outbreak started off as an early concept sometime after Resident Evil 2.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |