This is The Gunsmiths, a PCGamesN series about videogames’ favourite interaction: shooting people, aliens, zombies, and other nasties directly in the face. There is no shortage of great games where gunplay is the main draw, so we wanted to dig down into these games’ inner workings, breaking them apart at a tool bench and seeing the components spread out across its surface. For our fifth feature in the series, it’s the methodical tactics and inky splats of Prey’s alien slotting.
You only need to look at Dishonored and Dark Messiah to know that Arkane are proficient with the sword. But, like Prey’s space-based setting, guns were uncharted territory for the studio when they started work on their first-person shooter.
Arkane are the studio to hire if you want a game with clever weapons and tools that work in interesting ways. However, if you want to make firearms feel good you bring in id Software, and that is exactly what Arkane did. According to lead designer Ricardo Bare, id’s involvement led to a huge leap in quality for Prey’s traditional weaponry, particularly its angry shotgun, as they helped with tips on weapon feel and enemy impacts.
Don’t miss episode 4 of The Gunsmiths: the bullet ballet of Max Payne 2.
“Some of it is on the player side. So when you fire the shotgun, how much do you pop the camera up and precisely when do you pop the camera up?,” Bare asks. “Then some of it is on the AI side - at least half of what a weapon feels like is [about] what the AI does when you make contact with them. At one point - for our flying enemies - we turned on a physics pushback, so if you hit them with a shotgun it will kick them back through the world - it feels like the shot has some weight to it.”
from PCGamesN http://ift.tt/2CizI7c
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