Après avoir longuement détaillé le solo de Dark Messiah of Might & Magic, développé par les Lyonnais d’Arkane, Ubisoft commence maintenant à parler du mode multi du jeu, qui a été confié aux Anglais de Kuju (qui a récemment sorti The Regiment). Grosso modo, en plus du DM/TDM, il y aura un mode Crusade pour 32 joueurs divisés en deux équipes, avec cinq classes de personnages et des points de contrôle de map à prendre ou à défendre pour chaque équipe. Ultra classique, donc. La victoire de l’un ou l’autre camp influera sur le choix de la map suivante, et les joueurs gagneront de l’expérience pour leur perso entre chaque map. Le producteur du jeu vous détaille tout ça en anglais chez Gamespot, ajoutant au passage que l’utilisation du moteur physique sera évidemment réduite en multi.

Sinon, on pique à FiringSquad sa liste des classes et on vous file ci-dessous de nouvelles images (screenshots & artworks) et une interview dont Ubi a fait les questions et les réponses.

# Assassin: weak, melee, stealth, he will hide in the shadows to strike swiftly. Skills are oriented at stealth (invisibility, silent movement), poison and resistance, setting traps.
# Warrior: strong and melee oriented. Will rush at the enemy, protected by his resistance to damage and shield. Skills: strike harder, run faster, endure better.
# Priest: weak, ranged, defensive. Will support his team, launch spells dealing damage over time, spot invisible threats. Skills: pinpoint assassins, healing spells…
# Mage: weak, ranged, offensive. Will deal damages to group of enemies thanks to area effect spells. Skills: improve spells and learn new ones, increase resistance.
# Archer: weak, ranged, sniper. Will deal heavy damages to a single target. Skills: fast reload, zoom, multiple shots.

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Auto interview d’Ubisoft :

Can you tell us about the multiplayer modes?

The game will be playable as a team-based multiplayer mode, playable with up to 32 players. We have dedicated a whole team just to develop that part. We are lucky to have an engine that powers games like Half Life 2 death match Counter Strike and even crazy multiplayer physics experiments such as Gary’s mod.

How will multiplayer be managed? Will the players play online with their in game characters or you need to create a new character from scratch for MP?

In the multiplayer part of the game you will play character “classes”, similar to what can be found in games like Battlefield 1942. The classes will have the opportunity to evolve during online campaigns. As you play only Sareth throughout the single player game, that would make no sense bringing him online 

What can you tell us about the multiplayer modes? Would you liken them more to something like Quake, Diablo 2, Guild Wars or something completely new?

Of course we will provide many classical online modes, similar to what can be found in most first person shooters. But we also wanted to exploit the potential of a fantasy game through the “evolution” mode.

In the “evolution” multiplayer mode of the game you will play character “classes”, similar to what can be found in games like Battlefield 1942. The classes will have the opportunity to evolve during online campaigns.

Speaking of Multiplayer, what exactly will be the « dynamic campaign » promised by the fact sheet?

The dynamic campaign means that you will be able to play online matches with the results of one round impacting on the next one: the results will determine the next map, and also the items / skills you will be able to gain between rounds.

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