In the cock­pit


Dur­ing one sec­tion of our demo, Exo One shifts to a first­per­son view – an ex­per­i­ment on the part of the de­vel­oper, for the time be­ing, but one that sug­gests some of the other ways in which the game might try to sur­prise the player over the course of the story. A pi­lot’s-eye view en­hances the game’s sense of mo­men­tum and places your fo­cus squarely on those stun­ning en­vi­ron­ments, al­though con­trol feels less pre­cise than in third­per­son. It also ne­ces­si­tates the in­tro­duc­tion of new UI el­e­ments to ex­press the probe’s en­ergy level and shape, in­for­ma­tion that is eas­ily ex­pressed by Exo One it­self when play­ing in third­per­son.

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