Hi Tom.
Well, really in genre terms I pick on this aspect in the top down games
because we haven't really seen much advances. Perilous hearts had the
complex enemy behaviour and different attack lengths, and I know this is
something we discussed a great deal for your own side scroller, heck, even
Q9 had minimal stratogy given that enemies like bears were better to take
out at a distance or by playing hit and run. Of course, the full first
person games like shades and swamp had their different enemy attacks and
styles, ---- remember using proximity mines on gelatinous blobs or those
nasty gun happy mutant humans, heck, gtc even had dodging and countering
enemy fire as a major component of gameplay in a first person perspective,
and this is something games like Swamp, or indeed papasangre and the
Nightjar on the Iphone have taken to a hole new level (the somethin else
games are pretty much just! working around different forms of enemies in
first person).
For action games in the top down view however, it seems things hadn't
advanced half that far, principley because it is dam difficult to actually
gage where an enemy is or what it is doing before having to go into that
hammer buttons fast attack fest.
I'm fairly sure this could! be rectified, with advanced enemy viewing tools,
and with enemies actually attacking the player rather than just running into
him/her at random, but it's not something we've seen yet, though that's a
shame given how easy it is in the top down perspective to create complex
layouts to explore.
This is why I personally believe if any game will advance our audio
understanding of such a perspective it'll be The Airic games, since those
have probably the most successful attempts at labyrinths, albeit I'm not
convinced on fighting really having much complexity yet (a shame they took
out the spin attack from the demo and only gave you guards shooting at you
in the final area)..
All the best,
Dark.
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