![]() In Tokyo there are a number of different subway lines, and we wanted to isolate one of them and make that into a 3D stage. The other stage we had in the planning stages was a station. We also envisioned the floor to have leaking water on it. Only in the middle of the fish tanks would be lit up, and that light would be destroyed as players fought and destroyed things around them. This would be the ruins of an aquarium, with only water and fish still remaining. At first, we had intended to create a lot more environments, including: From that large batch we organized them, edited them, and cut them down to the present level. The driller-like machine is the remnants of this plan.) (Take a look at the area near the town shop. ![]() I also wanted players to be able to move from one underground town to another. ![]() If we had more development time, I would have really liked to increase the number of missions in the single-player mode. In a 1UP article about the game are a couple of images from a Phantom Dust prototype / beta build, in which we can notice the early graphic, different HUD and a removed arena.įrom an interview published on Xboxphreaker we can read even more info about those removed areas and other missing content: The game incorporates strategy and action elements into a game that requires both mental and reflexive skill. Players construct “arsenals” similar to decks of cards and then use them to do battle against other players. The game soon became a cult hit among hardcore gamers. Phantom Dust is a pseudo-card-based fighting / action game developed by Microsoft Game Studios and published for the Xbox in 2005.
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