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Game Play Specifics Print E-mail

There are a few very important things to remember when playing Wrathchild.

- First of all- don't leave your brain hanging on the wall, this is not Serious Sam :D . It wasn't a mistake when I described the game as a "plot oriented, post apocalyptic, cyber-punk, nonlinear, RPG/FPS-adventure/survival-horror". Wrathchild is much more than just some new skins and textures. It is a complete conversion to original D3 game play. From the beginning you will have to read a lot and do tasks no one specifically asked you to. It's all like adding two and two, but it's still very different than most mods out there. I tried to be logical and avoid the "bubble gum + rocket launcher = end of the world" stuff.

- - - Don't rely on weapons too much- they are noisy, inaccurate, and to top it all up ammunitions are hard to find. Another thing is your armor is inefficient, and besides that you die rather easily. Without the armor you are dead in just two or three shots. So sneak, everywhere, don't jump in front of your enemies, if you know they're there, and waiting for you. Take the thief approach, and the game will be easier. Note that this aspect of the game appears only once in Act I.

- - - Speaking of weapons- you can carry only five at a time. A pistol, weapon one, weapon two, several grenades, and a special weapon. Weapons can be picked, and thrown away like in CoD, with the exception that you won't keep your ammo if you have any when you throw a gun away, but I'm working on it.

- - - Multiple approaches to a situation are also available in some cases. Especially in conversations. The way you talk to people will be the cornerstone of your success. I must admit in Act I the good guys will be rewarded much more than the bad guys, however this is because the background is a dangerous and hazardous in many ways city, and you can't just go around acting like an asshole. In Act II and III there will be also more morally challenging situations. So read everything and THINK before choosing what to say or do.

- - - The way to interact with the world has also changed a bit. The proper way of interaction is to move to an item you can, or think you can, interact with, aim at it, and press the attack button. There will either be a response of some kind (sometimes literally a narrated response) or not. If not you either must do something, or the item is simply unusable. The first level of Act I doesn't have a HUD or pda, that is because Alex still hasn't loaded it. In this first map you will have to play by "feel", it may be a pain, but on the very next level you will have your HUD and interaction with the world from there on should be easy.

- Then the HUD/PDA comes in the picture. It is a completely new thing in the D3 world, and it's interesting I know :) . Take your time and make a tour inside your head to see all that the PDA can. Again I tried to make it as intuitive as it can, and useful as I can. I know there may be some bugs in it but check out the pda file in your folder and you'll see it's over 200 kb of code I wrote from start to end, and you'll get the feeling that it can't be without bugs :) . Anyway the PDA will grow constantly. I already am working on a research module, and on a new unparalleled type of interaction with the PDA itself.

- - - Game play wise the pda gives you information on the weapons you carry, their advantages and disadvantages, the bio or cyber mods you currently have. In act two it will have a few more roles.

- - - The PDA is also where you can see your biochemical energy meter. Eight bars are the best, and none mean you will have difficulties in using some weapons, and won't be able to access some features in the PDA, like precise stats estimation and research.

- - - The game lacks a proper task log, and in fact I think I'll leave it like that. Keeping your brain on it's toes :) . There are however logs that may remind you what you are really doing in most of the situations, if you forget. So check those logs after loading each level.

- - - One more thing I need to turn your attention is that there is a real threat that damage done to you can delete your PDA. In this case you will have to either find a hardware carrier (CD) and install it or just try to play PDA- less.

- Weapons... Well they aren't really THAT useless, you just don't have a lot of places to use them without a serious threat to your life. The main thing to know about your weapons is this:

- - - Fists. They play the role of gravity gun. They were in fact the gg, however I changed them to a simple grab and throw *VERY* weak role. This is important however, as some of the puzzles in the game can be passed only by stacking boxes and stuff, to reach an area. Don't expect however to be able to lift cars and trucks throwing them around like. You can only lift small objects. Bigger ones can still be pushed however.

- - - The pistol has much less ammo now and has a laser light. The laser doesn't wake up enemies.

- - - Smaller clip capacity, less spread. The shotgun has an under barrel flashlight, which will be very useful as flashlights are not exactly an abundance in the "Hellena Thompson Research Facility". In fact I have plans to make the game sufficiently brighter than D3, and still have a few locations with obvious lack of light.

- - - The plasma rifle has less ammo per cell, no real recoil when shooting in normal mode, and also has a rail gun alternative fire.

- - - The machine gun, has more ammo per clip, much more spread and much faster shooting speed. As a separate weapon, although using the same skin and model, there is a modification of the mg that is actually an automatic shotgun.

- - - The BFG is a use once and throw away gun.

 
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