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geogoku
02-03-2008, 05:14
Recoil: Retrograd.


It acts of a TPS (Third Person Shooter, play of action to the 3e nobody) created by the scenario writer of the Hitman series. You will incarnate there David Artman a "stopwatch-assassin" who travels in time to change the history. Its historico-temporal voyages aim to offer the hand put in Gloria Mundi, an organization, on the city of Retrograd. However Artman, will rebel against this organization and will use its capacities against the latter.
The play will proceed entirely in the fictitious city of Retrograd, but at different times. From where Weapons, a I.A, and a different architecture. The play will benefit fromUnreal Engine 3.
The developers wish to make rest their play on the dilemma. Thus there will be choices to make during various levels. However it should be noted that it will be possible to make all the possible evolutions of the play, thanks to a system "' of tree of safeguard" which will make it possible to know what would have occurred if you had made another choice.



Screenshots



http://static.gamesradar.com/images/mb//GamesRadar/us/Games/R/Recoil%20Retrograd/Bulk%20Viewers/360-Ps3-PC/2008-02-12/ScreenShot00008--screenshot_viewer_medium.jpg

http://static.gamesradar.com/images/mb//GamesRadar/us/Games/R/Recoil%20Retrograd/Bulk%20Viewers/360-Ps3-PC/2008-02-12/ScreenShot00022--screenshot_viewer_medium.jpg

http://static.gamesradar.com/images/mb//GamesRadar/us/Games/R/Recoil%20Retrograd/Bulk%20Viewers/360-Ps3-PC/2008-02-12/ScreenShot00034--screenshot_viewer_medium.jpg

http://static.gamesradar.com/images/mb//GamesRadar/us/Games/R/Recoil%20Retrograd/Bulk%20Viewers/360-Ps3-PC/2008-02-12/ScreenShot00034b--screenshot_viewer_medium.jpg

Scans



http://www.play3-live.com/screens/recoil-retrograd/mini/ps3_recoil-retrograd_1204389966_2.jpg (http://babelfish.altavista.com/babelfish/trurl_pagecontent?lp=fr_en&trurl=http%3a%2f%2fwww.play3-live.com%2fscreens%2frecoil-retrograd%2fps3_recoil-retrograd_1204389966_2.jpg) http://www.play3-live.com/screens/recoil-retrograd/mini/ps3_recoil-retrograd_1204389965_1.jpg (http://babelfish.altavista.com/babelfish/trurl_pagecontent?lp=fr_en&trurl=http%3a%2f%2fwww.play3-live.com%2fscreens%2frecoil-retrograd%2fps3_recoil-retrograd_1204389965_1.jpg)



Interview

Αν δεν κανω λαθος μιλανε γερμανικα αλλα δειτε το για το gameplay...:)

psiPPfKllIM

tasioskis
02-03-2008, 12:12
ps3 η ps1????? αν ειναι για ps3 χαλια μαυρα τα γραφικα,αν ειναι για ps2 καλουτσικο φαινεται.

blurcode
03-03-2008, 01:58
μια χαρά είναι τα γραφικά.

Dikakom
04-03-2008, 18:29
Συμφωνώ και γω...τα γραφικά είναι πολύ μέτρια...για PS2 θα ήταν αρκετά καλά αλλά ως εκει..:fooddance7:

geogoku
06-03-2008, 23:05
Recoil: Retrograd Interview


We get the details on this time traveling adventure and showcase the first trailer.

There's a game in the works over in Denmark in search of a publisher. Going by the name Recoil: Retrograd (http://ps3.ign.com/objects/142/14235091.html), the game is in the hands of ZeitGuyz and Morten Iverson, a writer who has worked on the Hitman series and Freedom Fighters at IO Interactive. Always on the lookout for info on upcoming games, we went to Mr. Iverson to learn more about this upcoming action-adventure title.

IGN: For our readers who haven't yet heard about Recoil: Retrograd, can you give us a rundown of the basic premise of the game?

Morten Iversen: The kind of convoluted title holds part of the answer, but let me start with explaining some of the story, talk about the universe and focus on some of the gameplay. The story is as follows: The dystopic city of Retrograd is ruled by a number of aging Cardinals in an organization called "Gloria Mundi". They have extraordinary psychic powers -- not only are they able to control the population of this ancient and huge metropolis, they also have the ability to travel in time. Originally, they used their time traveling abilities to save the world from disasters such as world wars and nuclear weapons -- but with powers like that, it's inevitable you become corrupt. Which they did of course, and plunged the world into a new Dark Age.

Enter Davi Atman -- a weapons savvy "cleaner" working for the government on secret and delicate operations in and around Retrograd. One day, while tagging and bagging items after a bomb attack allegedly perpetrated by an underground movement -- The Flux Fighters -- he gets a vision, a flashback to the seconds before the bomb exploded. Davi goes into a coma and is committed to an asylum -- which turns out to be a recruitment facility for chrono-assassins that Gloria Mundi can send back in time to do their nefarious work. Davi escapes with a little help, and realizes how this dark, unpleasant world was created -- and that he has now the ability to travel in time as well, and undo the history manipulations of Gloria Mundi.

This universe is dominated by advanced steam technology and loads of big machines -- no combustion engines or computers or cell phones. But slo-tech stuff with same functionality -- just a lot more cool, of course. It's a huge metropolis that offers a lot of exploring -- you can use machines for various purposes and mount vehicles and use them in fights. Visually, it's a cross between "Blade Runner" and "City of Lost Children".

Now, gameplay -- the player travels back in time, changes the past, returns to the future and experiences the consequences of his actions and sees the world change, dynamically and realtime. How the world evolves, is very much dependent on choices and actions in the past -- so we rely on a lot of replay value for this game. What if I go back and do it differently -- what then...? Beyond that, there's a lot of interaction with machines, vehicles, crowds-- and big, powerful steamy guns!

The one-liner for the game is: "It's never too late to change history".

Oh, and the title – "Recoil" refers to the way you travel in time (apart from the additional double entendres implied): To travel in time, you need to find a key object and bring it to a mother object. The science behind it is that these objects store an energy that will connect you to the past when combined -- so it's not a time machine you enter, a wormhole opens and your pulled back to the time these items where originally connected the first time. "Retrograd" is the name of this city -- it plays on the renaming of certain cities during the totalitarian era of the Soviet Union, while giving a hint on ambience and technology of this universe. Next game could be "Recoil: Eisenstadt" or "Recoil: Chronopolis"...you get the idea.

http://xbox360media.ign.com/xbox360/image/article/856/856473/recoil-retrograde-20080303032340861-000.jpg (http://media.ps3.ign.com/media/142/14235091/img_5335170.html)Jules Verne is cited as one of the inspirations for Recoil.


IGN: The idea behind the game sounds a lot like the book "The End of Eternity" by Asimov. What was the inspiration for the story and game design?

Iversen: What-who? We got babes and guns and big machines -- that's more than you can say about Isaac's intensely philosophical story! But seriously -- I guess there are similarities to Asimov's novel, although I think our story has more in common with John Crowley's "Great Work of Time" as to the plot and setting. What I definitely thought about when writing this was Bradbury's "A Sound of Thunder" -- in reference to the butterfly effect, or consequences of changes in the past. But either way -- we have a totally unique story twist that will have these guys do somersaults in their graves out of sheer envy...

We tapped into worlds created by Jules Verne and H.G. Wells as well – other inspirations were "The Difference Engine", Disney's adaptation of "20,000 Leagues Beneath The Sea" for adventure, Terry Gilliam's "Brazil" for dark humor, Chaplin's "Modern Times" for light humor, "Metropolis", "Blade Runner", "League of Extraordinary Gentlemen" and a lot more -- in creating both the visual universe and the storyline we set out to make something powerfully unique and original, of course with tongue-in-cheek references to well-known landmarks in the genre. This is the first game where the story is so inextricably intertwined with the setting as well as the main gameplay feature for a truly immersive experience.

IGN: How many different time periods will we be able to explore?

Iversen: You will go back to at least three very distinctly different time periods, and several times. The gameplay of these past-time missions is action-packed and "era dependent" -- so in the 18th century you will fight with a musket with a bayonet attached (there are some pretty cool melee combos right there), in the 14th century you have swords and crossbow, etc...

IGN: How much will decisions you make in the past affect the present?

Iversen: We present different challenges to the player -- dilemmas, as we call them. They offer a number of paths the player can take -- but the player must choose, as the player cannot do everything. For instance -- in our present demo the player finds out that Gloria Mundi set out to kill two important persons in the 18th century -- a doctor and a scientist. But you only have time to save one (cue dramatic music). Saving the doctor has social implications -- people in the future will respond to your crowd skills in a much more effective way, and you can become the leader of a revolution. Saving the scientist means you return to a darker, more machine dominated world. But also some very big, powerful machines you can interact with or mount to fight the regime. We call them Steamrigs...and they come in different tech stats and tech levels, again dependent of your past-time choices.


http://xbox360media.ign.com/xbox360/image/article/856/856473/recoil-retrograde-20080303032342908-000.jpg (http://media.ps3.ign.com/media/142/14235091/img_5335174.html)Decisions you make in the past will affect the present.


IGN: Will all of your actions in the past have some effect on the present or will there only be key decisions on each level?

Iversen: Interesting question -- how much will actually change, and how? We really want to up the ante on replay value, so I don't want to give too much away, as I envision those community boards buzzing with possible scenarios and emergent gameplay. I can say this, from a dull production point of view -- there are of course some constraints when you propose such a scenario: Wow, a multitude of possible worlds -- how far can I go with manipulations? ZeitGuyz is situated in the land that invented Lego, and that's pretty much how some of the visual transition is possible -- shuffling assets around, connect them differently, combined with a lot of smoke and mirrors and sound and special effects, to create the illusion of numerous different worlds.

And yes – there are important past-time mission objectives you need to complete for a full-throttle effect on the future. And some of those peasants and cows you frag for fun -- well, let's face it, not everyone has an impact on history in the real world, and neither in our game.

IGN: What is the focus of the gameplay? Is it primarily action or is there a lot of puzzle and adventure elements?

Iversen: Our main focus is to make an action game that is fun and smooth to play. We do not want to be religious on any genre issues, preventing us from introducing a cool feature. That said, we are focusing on having well balanced weapons and melee fights -- and propose to the player that there are several options in fighting or eluding your enemies: In stead of shooting, you might rip off that steam pipe and scold your enemies to death with compressed steam, push them into one of the many big grinding gears or moving pistons to crush them -- or escape by using same machines, hanging on to gears to lift you up to higher grounds etc.

We have loads of interesting gameplay that is suggested by this kind of universe: You can mount a zeppelin and have zeppelin dogfights (arcade gameplay), when you try to escape climbing onto a wire, you can shoot with one arm while dangling there, sometimes you have to assemble machines in a new way to create new weapons, some of the cool weapons the chrono-assassins you encountered in the past used can be retrieved from where you hid them centuries ago and get you out of a pinch, etc etc...

http://xbox360media.ign.com/xbox360/image/article/856/856473/recoil-retrograde-20080303032345189-000.jpg (http://media.ps3.ign.com/media/142/14235091/img_5335180.html)
Recoil: Retrograd (http://ps3.ign.com/objects/142/14235091.html) has an estimated release window of 2010.


IGN: How far along in development is the game right now? If all goes well with securing a publisher, when do you expect it to release?

Iversen: We're in pre-production with the full game, and have prototyped the most important gameplay features I just described. We have presented a 45-mins long vertical slice of the universe to a number of publishers that showcases much of this, and are negotiating for a development deal that will land us in the shops sometime in 2010, probably Xmas. On PC, Xbox360 and PS3, using the Unreal 3 engine.

IGN: You've mentioned that you're working on expanding this property beyond just a videogame into movies and board games. What's in the works and is it likely that we'll see any of it before the game releases?

Iversen: We look at "Recoil: Retrograd" as building a brand and a franchise -- we have a pretty cool board game prototype that we hope we get a chance to develop further. And we hope that our future publishing partner sees the same great potential for merchandising in this universe as we do -- all those cool machines, weapons, different persons inhabiting this universe. We prototyped some of those, and publishers found that pretty interesting as well. The real kicker however, was the film treatment we had a Hollywood scriptwriter (thank God for that strike!) work on and present to some bigwigs in London and recently at the Berlin Film Festival. Now, that...I'm pretty sure the idea that we rolled out in this film treatment is something our publisher will be keen on hits the big screens simultaneously as the game hits a lot of smaller screens.

But hey -- dealing with publishers is no cakewalk, so what happens in those arenas will be pretty much beyond our control at that point. Something we will profit from, but not necessarily control in terms of launch period etc.

trailer: http://www.n4g.com/ps3/News-119781.aspx