20-05-2023, 02:10 PM
Gbraga escreveu: (20-05-2023, 02:05 PM)Olha o vídeo da Unreal, é só um toggle que deixa tudo azul e oooooooooooo scaaaaaary, exata mesma geometria interativa, só muda frescura.
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Citação:The flagship technical feature in Lords of the Fallen is that there are actually two worlds layered on top of each other. There's the world of the living and then there's the Umbral realm, a purplish plane that shares the same physical space, but with subtle differences—for instance, lots of faces with holes in them, and fingers, and limbs, and things like that, everywhere you look.
As a puzzle device, the world-beneath-a-world thing isn't groundbreaking—an impassable gap in one world might be passable in another, for example—but I don't think I've seen it done with this kind of fidelity. The Umbral plane is absolutely everywhere, and can be inspected at any time with a magic lantern that not only lets you peer into the realm, but interact with it through a ghostly rift.
You can also dive completely into the Umbral realm, either on purpose or by dying. Once you're there, healing only gives you a block of temporary HP that evaporates with one hit, and if you die in the Umbral realm, you're dead for real and you lose a bunch of XP and return to your last checkpoint. If you find a special kind of altar, however, you can pull yourself back into the land of the living without sacrificing any progress.
The Umbral realm contains its own special monsters—who, by the way, can attack you through the rift opened by the lantern—as well as secrets and hidden bosses. Except for a few instances when you need to be among the living for puzzle-solving purposes, Virtosu told me that you could spend almost the whole game in the purple haze, just in case playing in the land of the living is too easy for you.
https://www.pcgamer.com/lords-of-the-fal...rview-GDC/