![]() ![]() ![]() However, like UT 2004's onslaught mode, if an enemy captures a control point, you must blast the control point repeatedly to destroy it before you can recapture it for your side. Invasion mode resembles the conquest mode of Battlefield 1942 (with some elements of the onslaught mode from Unreal Tournament 2004) in that the maps pit two opposing teams against one another to capture specific control points by remaining near a control point until a meter under the point fills up. The ghost unit, on the other hand, resembles the heroine of the single-player game, Nova, in that this unit can use a cloaking device to render herself mostly invisible, and she can also use a sniper rifle to make long-distance kills.ĭuring the demonstration, the zerg were available in invasion mode and, like the terrans, the zerg have four character classes. The firebat's flames taper off and eventually evaporate, but they seem useful for retreating from aggressive pursuers, and can also be extremely damaging as close-quarters offense. The firebat moves slower still, but it possesses arm-mounted flamethrowers that can be fired using the corresponding trigger button (left trigger to fire from the left-hand flamethrower, right trigger to fire from the right). The terran marine is a much heavier unit that can take more punishment and brings a minigun into battle, though he moves slower than the infantry. However, infantry can build stationary turrets that, when placed well, can be highly effective defenses (as well as offensive weapons, when built near enemy spawn points, which is similar to the old real-time strategy tactic of "towering"-building a defensive tower in enemy territory to take advantage of its defensive fire capabilities). For instance, the infantry soldier seems to be as weak as a kitten his assault rifle doesn't seem terribly damaging, nor can this character take much damage before he falls over and dies. ![]() In Starcraft, players had access to many different military units that had specialized strategic roles, and this same specialized strategy seems to be a part of Ghost's multiplayer. ![]() While the classes seem to differ in power and speed, each seems to serve specific useful purposes-something that Blizzard is trying to strongly emphasize so that Starcraft: Ghost remains true to the game that inspired it. Starcraft: Ghost is shaping up beautifully, we discovered. At Blizzcon, this mode pitted preset teams of terran infantry soldiers, marines, firebats, and ghosts against one another. The gameplay in this mode, as we've mentioned previously, resembles a one-flag version of capture the flag (or a third-person-shooter version of the old schoolyard game "steal the bacon," if you prefer). We had a chance to try out two different multiplayer modes: the "global conflict" mode that was on display at E3 earlier this year, and a team-based, zerg-versus-marines mode called "invasion." The version of global conflict we saw at E3 pitted two teams of marines (the playable human faction from Starcraft) against one another, attempting to take control of and pilot a single, flying base for as long as possible. One of the most significant revelations at Blizzcon is, as you may already have heard, that Starcraft's zerg, a race of wormlike alien monsters capable of taking possession of other life forms by "infesting them," are playable in Ghost's multiplayer modes. ANAHEIM, Calif.-We had a chance to take an updated hands-on look at the online multiplayer in Blizzard's upcoming shooter, Starcraft: Ghost. ![]()
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