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If
you’re thinking like me, you’re probably remembering Stubbs the
Zombie: Rebel Without a Pulse after reading the information above.
That game has most of the elements that Bad Day L.A. is trying to
combine – wacky designs, interesting weapons, a strange environment,
and a soundtrack that… no big announcements have been made in regard
to the soundtrack.
Stubbs the Zombie featured one of the best soundtracks of 2005,
which spotlighted covers of classic ‘50s “pop” tunes by a roster
of indie musicians that complemented the game.
The results were superb.
Given Bad Day L.A.’s setting of disasters, alien invasions, and
mutants run amuck, it would be a crying shame if the soundtrack
doesn’t feature homage to
disaster flicks.

My
only area of concern outside the soundtrack is that there’s mention of
an “easy to learn, hard to master,” control systems.
While this might heighten the mastery required to really become
an expert, I’ve always been wary of developers that make this promise.
It could be fine, but the claim always comes across as one of
life’s many impossibilities, like flying pigs (even if there’s a
rumor floating around that a South Korean lab is cross-breeding pigs
with other animals).
On
his blog, American McGee notes that as little as six months ago Bad Day
L.A. was "painfully boring" and that there "was no
gameplay." That's not much an endorsement, particularly from
the front man on the project. Of course, as early as November 2005
the gameplay situation seems to have turned around -- at least according
to McGee. (See below for an excerpt from his blog that explains Bad Day
L.A.'s concept of "chaos management" which will play into each
scenario.)
If
the development team behind Bad Day L.A. have their heads screwed on
right, they’ll omit multiplayer.
If the single-player game is tight and fun, there’s no need to
dilute the experience by stretching resources to tack-on a multiplayer
mode.
Bad Day L.A.
is noted to ship Spring 2006, however this may change.
-
Omni
(March
28, 2006)
From
American McGee's Blog:
In
the past two months the gameplay has grown out of the story and the
world in a very organic way. The concept of “chaos management” as a
gameplay mechanism has matured and now delivers a very addictive and
fast paced bit of entertainment.
The
screenshot shows what’s up. [Check the screens above.] You’ll
see that super imposed over the player’s view of the world is a
collection of little round icons. These show the player any and all
nearby events or NPCs that might change the status of the threat
advisory for the level. Burning people, injured people, zombies,
terrorists, and mission points are all represented. If the player
ignores people who are on fire those people will burn to the ground and
create a frowny. If an injured person is allowed to die, same thing.
Good events, such as saving people or killing zombies, will create
smilies. Together frownies and smilies move the threat advisory bar up
and down.
The
higher the threat advisory the more difficult it is to proceed towards
finishing missions. So the player is forced to balance managing the
local chaos level with moving through the level towards the eventual
goal of escape. We’re still tweaking and tuning it, but when it works
it really works. Not only that, but it fits perfectly with the narrative
and feels pretty original to boot.
Certainly
this sort of design by natural evolution isn’t that common, and brings
with it unpredictability and risk, but hey, it’s a lot more fun than
creating “yet another shooter”. I’m very curious to see how the
world is going to react to this one. |