Description
Rubi, the protagonist of WET, is incredibly deadly and the developers of the game explain her deadly dance. Oh, and Eliza Dushku, who voices the Rubi, shows up!
Transcript
Patrick Fortier: It seems some of these secrets is maybe in Desperado or Kill Bill but you have never really experience it in a game. Avi Winkler: The vibe of the game is really visceral, really fast paced and bloody and greedy, really gets down to the core of the action. Patrick Fortier: If you saw it on the streets, you would be horrified, you will call 911 and not going to work the next day. Ashraf Ismail: My name is Asraf Ismail, I'm the lead game designer on WET. For us from the beginning, we had three pillars of core game play, acrobatics, swordplay and gunplay. That’s where the idea of shot anytime, anywhere came from, being able to use the sword from any move it all came from that concept, that vision of these three systems are actually one system. Rubi is very Agile. She is very fluid and really want the player to have that notion of connecting move to move to move without puffing into a pose. Eliza Dushku: Rubi absolutely moves with certain grace almost like a dance in a way. She has two crystals in her samurai sword. Patrick Fortier: She can dive, she can slide, she can wall run, she can eject with the sword off the wall run, she’s got the three hit combo with the sword. She can actually like rise up with the sword from the slide. She can bounce on enemies and then she can slice them up or bounce away from them then bounce of the wall—all of these actions can be performed while shooting. Ashraf Ismail: There’s a lot of mechanics that we have added in our fairly new concepts, for example the split targeting, can auto lock anytime you manually arm. Avi Winkler: In previous games in the past when we had a third person shooter, we have the dual wielding character typically both of the guns would be aimed at the same direction at the same target. We really want to have the player use that dual-wielding to the max. The best way to do that is to allow you to aim at two separate targets at once. Patrick Fortier: In the split targeting, that idea there is that one arm locks on automatically on the target and then you can actually aim the camera with the other arms with every time you are doing acrobatics, you have something to work at. Ashraf Ismail: It really rewards someone who really knows how to play but also for people who are just picking it up who are learning to use a shooter and a controller for shooter, it gave them the automatic shooting to ease them in to the game. Avi Winkler: Really the focus of our game is never stopping, putting those actions together and just shooting all the time. Patrick Fortier: If you stop you are kind of dead in this game. I know it means so easy and there’s a reason that hasn’t really been done before. But we achieve it and its something we are very proud of. Ashraf Ismail: It’s pretty freaking wicked, there are some scenes that even now I'm playing the game and I’ll see the sequence and then it just makes me laugh that is actually made into the game.