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With
a focus on player freedom, Vectorman’s game design encourages players
to explore the world at large and utilize any number of different combat
strategies. Whether gamers
prefer the direct approach of guns-blazing action, or a more cerebral
type of combat composed of sniping and full use of the environment,
Vectorman will not disappoint. The
game’s advanced physics engine and complex AI routines serve to fully
immerse players in a “living world” where Orbots work and live,
reacting to the player’s every move.
Features:
Advanced
physics engine and AI routines create a fully-immersive “living
world”.
Unique
morphing abilities to diversify the action.
Advanced
weaponry – take on Volt’s minions with 15 weapons and 25 different
upgrades including Incinerators, Freon Cannons, Starblasters, Bazookas,
and Grapplers

So
the straight-up action and mayhem is about the only connection with
Vectormans’s 16-bit ancestor. But
what action!
The
“living world” refers to environment modification along the lines of
Red Faction’s Geo-Mod technology (i.e. an interactive and destructible
world). And with the all
action, this is bound to be an important aspect, especially since
Vectorman goes through a few transformations along the way.
Ceilings will collapse and doors blown out – good fun.
Sega’s
pegs Vectorman’s release at Q1 2004, after the big Fourth Quarter
Crush of 2003. If anything,
expect the release to be pushed back.
With the kind of action Pseudo Interactive is shooting for, it
will probably be worth the wait.
-
Omni
(June
1, 2003) |