På Summer Game Fest i L.A. tidigare i somras fick vi för första gången spela Blue Protocol, och under Gamescom fick vi dessutom prata med franchise lead Mike Zadorojni från Amazon Games för att lära oss mer om rollspelet. Han sade bland annat att bra spelare nästan helt kan undvika skada:
"The game itself kind of falls under three major pillars. I think the first one is aesthetics, the anime art style. But it also is really designed as a multiplayer game from the ground up, very collaborative game. So if you're fighting something in the open world I come join you, we both get loot, we both get experience, it's all designed that way so if you see another player, it's a positive enjoyment experience it's adding to your gameplay. And then the third one is the action combat where really skillful players will basically be able to dodge 90-100% of the damage that's incoming (...) And then finally, kind of the bonus thing is, it's about player choice from character customisation; the classes do not lock you into archetype roles, so the class is really about your combat style and then which skills you pick will determine are you more support-based, are you more damage-based, do you tank more... all that's up to the player's choice."
När våra kollegor spelat Blue Protocol har de tyckt att det varit lite svårt att hänga med i storyn. Men det finns en bra förklaring till detta, faktum är att det i det närmaste är meningen:
"The very beginning of the game is designed to feel like it's almost an out-of-body experience a little bit, you know, confusing I think is the right word, right?. You want to give something a mystery, an intrigue that allows you to kind of dig deeper into it. As of right now, there are three story chapters available a fourth one is coming soon to Japan and it is one of those things, as a live service game there's going to be regular content updates and regular chapter updates, but the first chapter is really about understanding your player's place in the world and starting to get to know this wonderful cast of characters, so there's kind of two major storytelling devices that happen. One is you as the central hero learning more about you, your history classic amnesia in anime is part of one of the story elements here but then, also, each of these characters has a depth to them and you'll kind of get to see the experience from their perspective as well and hear from them about what's going on."
Du kan kolla in videon för mer information om spelets välkomnande karaktär eller om hur de använder feedback från den slutliga versionen i Japan för att förbättra den nuvarande betaversionen i väst.
