Constantly spawning enemies that magically disappear once you've pushed past a certain point? Bingo. ![]() Clearly the boys and girls at Rebellion know how to make a good looking, fun, and nicely varied little game - Rogue Trooper in particular was fantastic - but in making a new Call of Duty game that runs in parallel with the regular World at Wars, at some point the decision came down to just crank out a paint-by-numbers Call of Duty. Predator and having crafted its own in-house Asura Engine that pumped some impressive visuals out of both the PS2 (with games like Rogue Trooper) and the PSP (with Miami Vice and GUN: Showdown). The 2000AD publisher is certainly skilled enough to handle the task, having cut its teeth on the brilliantly creepy Aliens vs. ![]() Instead of having the folks at Treyarch work on yet another SKU or making them port things down to the PS2, development tasks were handed off to UK-based developer Rebellion. ![]() On the PS2, however, things are a little different.
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