GameSpy s’offre une petite interview de Doug Lombardi, le commercial chargé des relations publiques chez VALVe Software, à propos d’Half-Life 2. En vrac, l’interview parle de l’ambiance du jeu, des niveaux en extérieurs (on apprend qu’il y aura un niveau nocturne), des alliés et de la gestion de leur IA, du son, et enfin des armes et de leur équilibre. Évidemment, toujours pas un mot sur les modes multijoueurs.

On notera également un passage sur les objets du jeu (nos amies les caisses sont de la partie) :

In Half-Life 2, we’ve moved from textures to materials so everything that used to be a texture, whether it is wood or metal or whatever, has properties assigned to it for weight, consistency, etc. that all physical objects would have. So what you have is that a bottle or a crate or a barrel sort of take on all of these properties and allows the player, and non-player characters, to manipulate these objects. Things that you thought were safe to hide under or behind are no longer so because they can be blown apart, moved, or what have you.

All objects in the world can be used for alternative gameplay solutions as well. It also keeps players on their toes because they aren’t safe in places that they thought they would be.

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