![]() It had incredible water deformation, silky-smooth frame rates, and plenty of lovely little touches like individually rendered coins dropped by enemies, which meant that the amount you picked up in a pile reflected the number you received in your inventory. It was actually a pretty great game for the time, built by a 13-person team in a mere six months on a powerful in-house engine made at Snowblind Studios called the Snowblind Engine. ![]() Why don't we talk to them about doing a PS2 and Xbox version?" ![]() Here's a team with really great tech that's really into this space. He told me in an interview last year, "My feeling was, 'hey, here's our biggest IP and we don't have a console offering for it. The thinking, according to Interplay Senior Producer Eric DeMilt, was simple. It was a Diablo-style ARPG, with a focus on hacking, slashing, masses of loot, and a heavily streamlined levelling and progression system. Dark Alliance went along with the prevalent stereotype at the time that console gamers had the attention span of Slaughterfish (which is marginally longer than that of a goldfish, I've been told) and wouldn't be able to handle a complex RPG in the vein of the first two Baldur's Gate games.
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