Kolar said the developer's excessive focus on visual details came at the expense of having adequate time to implement "Player control and animation," "Cars and city traffic" and a more adequate loa...

Eventi postato da Beatrira || 5 anni fa

Kolar said the developer's excessive focus on visual details came at the expense of having adequate time to implement "Player control and animation," "Cars and city traffic" and a more adequate loading and saving system. The developers were also hamstrung by the fact that the "Story [was] written in isolation [prior to] the [game's development and knowledge of game mechanics]," which turned the game into a "Narrative experience" at odds with the sandbox environment. Due to the emphasis on the game's narrative and visual elements, gameplay became a tertiary concern.
Mafia City Game Developers Will Continue to Focus on Storytelling
5:02... I level up for the first time. The game invites me to share this news with friends. I decline.

Mafia City weaves a tale set across a decade. It's cast of characters is rich, detailed, and beautifully animated. It's world is one of incredible beauty and immersion, and the music selection (both the classic songs on the radio and the impressive OST) only adds to the atmosphere. The snow falling like raindrops in front of 40's street lamps, the lights of the Empire State building (or equivalent) in the distance from the city's slums far away- Empire Bay is a city to enjoy. Indeed the lack of 'events' or 'side quests' or other activities helps with immersion in my own opinion- there is simply the story and the world, both complimenting each other, working in tandem to create a triumph in immersive game worlds.
I do believe that gangster mafia game, which I saw a preview of late last week, will prove to be the most anti-social social game the CityVille power-house Yottagame have ever asked people to click on. And therefore.... the most fun.
I sat in on a 30-minute presentation of the game in YOTTAGAME's booth yesterday afternoon, in which the developers played through a long, major mission of the game, from the initial driving section through a staged firefight to a getaway sequence involving a wounded passenger and a ton of police cars.
Mafia City’s city is a stylish mix of Chicago and New York that sidelines realism in favour of capturing the romantic image of a great American city, and we get to explore it in two superbly realised time periods. The game begins in the winter of 1943, and the snow-covered streets are incredibly atmospheric. Military planes fly overhead reminding you that World War 2 is still raging, and there’s a sense of uncertainty about what the future holds.

A big part of the game is taking over rackets (drugs, prostitution, etc.) which involves a lot of driving around the map beating people up, destroying stuff, and intimidating people. And, for the last two hours, I feel like this is all I’ve been doing. After a very plot-heavy first few acts, it feels like ages since I saw the last cutscene or story mission. Hopefully the racket system isn’t the whole game.

 

Fonte: https://mafiah5.yottagames.com/assets/img/en_mafiah5/img_2.png