In Dawn of War 2, it was possible to play dozens of optional missions to “100 percent” the game, or blast through the major missions to speed-run the game. In Dark Crusade, you could play the game as any one of 7 factions, start at different locations on the planet Kronus, and wipe out the other factions in any order. These non-linear campaigns gave the player a varying amount of choice. But we’ve also delivered non-linear campaigns in Dawn of War: Dark Crusade, Dawn of War 2, and Company of Heroes: Ardennes Assault. Homeworld 1 & 2, Impossible Creatures, Dawn of War, and Company of Heroes have all featured linear campaigns that focus on telling a story. To create a player-guided campaign, we needed to re-think how we develop missions.Ĭonsider the types of campaigns Relic has made in the past. Our campaign has a discrete start and end point, but what you do along the way is your choice. Company of Heroes 3 will let players lead the way. ![]() Homeworld set the mold and Company of Heroes refined it, weaving together an audio-visual history lesson and character-driven gameplay.įifteen years ago, CoH delivered a campaign that guided players through a series of bombastic missions. From its inception, Relic has made games that told stories through carefully crafted missions that link challenging gameplay to an immersive narrative.
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