X-Men Legends II Site Update
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Everything in life is about choices, so why should a video game be any different? It's the approach I took when designing CRPGs at Black Isle Studios and it is the same approach I took when designing areas in X-Men Legends II: Rise of Apocalypse. There are so many different mutants the player can control with varying super powers that it would seem a crime not to provide differing ways to solve a puzzle. I want the player to figure out their own solution to a puzzle or scenario rather than create the feeling that the player must figure out what the designers were thinking. And it's amazing how much XML2 provides multiple ways to capitalize on individual mutants; unique powers. My example above is a very small tidbit of what the player can do in XML2. In fact, there are several other ways to get that Sun Crystal in Egypt, but the player can figure them out themselves. I don't want to spoil the surprises.