Muckers! I'll bloody hell you down to hell! Just because the team is emphasizing play over non-interactivity, that doesn't mean the same level of outstanding presentation that was dumped into the previous game won't make a return appearance here. The objective of Sony's Team Soho was to create pieces that developed characters, furthered along the plot, and setup the next gameplay segment, which always takes priority. The cutscenes also aren't elongated to a point where they would detract from the base gameplay. Unlike other titles that are either loved or hated for their abrupt spurts of plot, Black Monday segues in and out of the combat smoothly by offering logical transition scenes that involve driving to and from places, etcetera. All we're told is that Mitch is the British equivalent of a SWAT officer and he once shot a kid, so now he's a total badass.įrom there the game jumps right into the story. Because of this design choice, there are no icons and there is no winded melodrama to explain at great length how Mitch became a cop amidst a nauseating sea of who gives a flying eff. Like the first Getaway, Black Monday doesn't beat gamers over the head with its story or play mechanics. Remember, "Eff this in the effing eff, you tea effing boggert!" We've already published a preview of Black Monday, but our visit to Sony yielded more fruit, such as this small progress report with accompanying media.
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