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Psi ops 2 story
Psi ops 2 story















In the case of this battle's first phase, players have to use Telekinesis to smash MP's equipped with bombs into the machines that are spawning them before they are able to get close to Nick and explode. Most players quickly realize that the battle is much better approached using Telekinesis as their main weapon. Unlike later bosses, you can still defeat him using traditional weapons, like machine guns, but doing so is much more difficult. For instance, the first boss in the game features the Mind Control boss, Jov Leonov, who is best defeated by using the recently acquired offensive power of Telekinesis (the ability to lift and throw objects). Ideally players would also need to use the powers they had most recently gained to defeat them (Nick remembers his powers, one or two per level, throughout the game). Objective 1: Like traditional boss battles, at their core, every fight in Psi-Ops was conceived as a unique encounter where players would have to use puzzle-solving abilities and action skills together to discover the "key" or weakness of each Boss. 3) Give players a sense of achievement and satisfaction for figuring out and overcoming particularly difficult challenges. 2) Help tell the game's story and provide integration with the FMV movies. 1) Give players a unique and challenging game-play experience that would differ from the rest of the game.

psi ops 2 story psi ops 2 story

Designing the Boss Battles: Our sub-team got together and decided that the boss fights should accomplish three main objectives. Having both a dedicated team devoted to the Boss Battles as well as regular feedback from the rest of the team really helped towards reaching the overall goal of making the battles fun. Finally, all design and implementation details were approved by the team lead to make sure that they fit the backstory and overall vision for the game. In addition, we regularly had other people from the team sit in on our weekly meetings to play the battles, offer ideas, comments, and advice. We had Designers, a Producer, an Effects Artist, Animators, and two Engineers. While nearly everyone on the Psi-Ops team contributed something to the design and implementation of the Boss battles (either directly or indirectly), we formed a small boss-fight design group comprised of members from each discipline. With this in mind, we began working on laying out the designs for the boss battles.

psi ops 2 story

The goal was to give the game a balance between enemies that Nick has a clear advantage over (but are dangerous in numbers, namely Meat Puppets), and enemies that he would have to use brains-over-brawn to defeat (the Bosses).

psi ops 2 story

#PSI OPS 2 STORY SERIES#

Throughout the game, Nick must confront these powerful Psi-agents and find the key to defeat each of themĮarly on, we knew that we wanted Psi-Ops to include a series of traditional boss battles featuring enemies that possessed Psi-Powers greater than those of the hero. For instance, Barret (shown below) is the master of telekinesis so that he is able to lift objects that are heavier and throw them farther than Nick. While the character that players will control, Nick Scryer, has a variety of Psi-powers that he can use in combination to great effect, bosses have focused all their training on the development of one specific Psi-ability that they can use with almost overwhelming force. The Bosses are powerful Psi-agents of The Movement, a terrorist organization bent on amassing a weapon of awesome power. There are a total of six boss fights in Psi-Ops.















Psi ops 2 story