Let loose

Coulon on the real chal­lenge of mak­ing a stealth game

Play (UK) - - Feature -

“The big­gest prob­lem is that you’re not sup­posed to trig­ger the alarm, which means you have to do what­ever you can to kill the guard be­fore he rings the alarm. This is cool, but what hap­pens if you trig­ger an alarm? It’s su­per frus­trat­ing if you trig­ger an alarm and ‘Boom! Game over’. I could’ve killed the guy, if peo­ple come in I could’ve fought, I could’ve hid­den. The bal­ance is stop­ping at the first mis­take, which can be very frus­trat­ing, or let­ting the player play out the con­se­quences which can also be has­sle be­cause, what, 25 sol­diers are go­ing to come, you’re go­ing to kill them all and the map is go­ing to be empty? There’s a right bal­ance be­tween those two things and, in my opin­ion, this is the tricky thing for stealth games.”

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