SenjutsuSage
Banned
It's sounding more and more like the god gameplay elements are just in MP, and not the SP.
And, reconfirmation that you can turn off the prompts for the executions.
I wouldn't mind a surprise or two in the SP, but I like that it sounds like they're keeping things more grounded and normal in the singleplayer.
And, reconfirmation that you can turn off the prompts for the executions.
Then once you're up to those levels, you can remove the prompts that come up for the animations as well, which makes it harder as you have to rely on what you know about the execution. You have to remember the execution and get the timing right with the sound effects and that takes a lot to master. Then with multiplayer, that's taken a lot from the single-player in terms of the combat, but put it into a multiplayer environment in an arena, and changed some of the systems. So you choose gods for instance, and are able to buy potions and customise and so on. So there's two sides to it, I think most people will probably play through one and then jump over and play the other. We have pretty solid replayability with both single-player and the multiplayer.
Read more: http://www.3news.co.nz/Crytek-produ...8/articleID/318848/Default.aspx#ixzz2ihmXEGkS
Yeah, some people get into it. When you start the animation of the actual execution itself, there's no failure condition associated with that. Basically, you've done the work to put them into the execution state. Now it's up to you to get those button presses, to nail the timing of them that's associated with the flow of combat. The closer and more accurately you get those button presses, the bigger the bonus you're going to get back - based on, in single-player, what you selected on the D-pad, or in multiplayer what god you've selected.
Read more: http://www.3news.co.nz/Crytek-produ...8/articleID/318848/Default.aspx#ixzz2ihnBmdOd
I wouldn't mind a surprise or two in the SP, but I like that it sounds like they're keeping things more grounded and normal in the singleplayer.