Prøve GULL - Gratis
KILL SWITCH
Retro Gamer
|Issue 278
BEFORE GEARS OF WAR CEMENTED COVER-SHOOTING AS THE INDUSTRY'S STANDARD, THERE WAS KILL.SWITCH - A BOLD EXPERIMENT THAT MADE DUCKING BEHIND WALLS AS VITAL AS PULLING THE TRIGGER. DEVELOPED FAST AND ON A TIGHT BUDGET, IT QUIETLY BIRTHED MECHANICS THAT WOULD GO ON TO DEFINE MODERN SHOOTERS
You probably remember kill.switch as a distant, hazy memory – late nights spent popping out from behind cover, avoiding the risk of being shot in the face and blind-firing at goons. However, few players know how this obscure title came into existence.
The roots of kill.switch trace back to Namco Hometek's earlier title, Dead To Rights. Producers Matt Sentell and Chris Esaki were dissatisfied with its cover mechanics. That game embraced a hard-boiled cop ethos: run headlong into danger, guns blazing and pay no mind to cover. Chris and Matt envisioned the opposite. They wanted something different. Instead of another gung-ho hero spraying bullets, why not make cover the heart of the action?'
Gil had been tinkering with a Dead To Rights prototype when he realised: what if cover wasn't optional? "Since the Dead To Rights character had one puzzle where he could take cover, I had an animation where he took cover behind a wall, and could shoot out, so I used it," he explains. The producers instantly loved this mechanic. "We riffed off from there and made kill.switch."Meanwhile, Chris explains to us how the idea played out. "Players could pop in and out of cover and trigger bullet time, diving in slow motion to target enemies. Using Dead To Rights assets, we threw this together in about a week." Matt Sentell later clarified that, while kill.switch may have been born after Dead To Rights, its true purpose was to reinvent the third-person shooter genre altogether.'

Denne historien er fra Issue 278-utgaven av Retro Gamer.
Abonner på Magzter GOLD for å få tilgang til tusenvis av kuraterte premiumhistorier og over 9000 magasiner og aviser.
Allerede abonnent? Logg på
FLERE HISTORIER FRA Retro Gamer
Retro Gamer
Back to R-Type
It's very important for you to know one thing: I'm not an actor.
2 mins
Issue 279
Retro Gamer
BROKEN SWORD II REMASTER TAKES SHAPE
Charles Cecil talks us through Broken Sword: The Smoking Mirror Reforged
4 mins
Issue 279
Retro Gamer
Blippo+
We speak to the designers of an indie game about retro TV that's out of this world
4 mins
Issue 279
Retro Gamer
PORTABLE SONY PASSION
Forever Arcade's Jay Drury loves his handheld gaming, especially Sony's brilliant PSP
2 mins
Issue 279
Retro Gamer
Fables of the 360
Iam starting to come round to the idea that the Xbox 360 is the greatest console of all time.
2 mins
Issue 279
Retro Gamer
Silent Hill 4: The Room
WHERE GREEDY LANDLORDS ARE THE LEAST OF YOUR WORRIES
1 mins
Issue 279
Retro Gamer
SUPER MARIO BROS
It may not be the oldest trick in the book, strictly speaking, but learning how to access the Warp Zones in Super Mario Bros was a formative experience for many of us.
1 min
Issue 279
Retro Gamer
ACHIEVEMENT UNLOCKED
TWENTY YEARS AGO, THE XBOX 360 INTRODUCED A TANGIBLE WAY TO SHARE YOUR GAMING ACCOMPLISHMENTS WITH THE ACHIEVEMENTS SYSTEM. WE LOOK BACK AT HOW IT CAME TO BE AND HOW IT HAS PERMEATED THROUGHOUT THE YEARS, EXPANDING, CHANGING AND INFLUENCING GAMING CULTURE
8 mins
Issue 279
Retro Gamer
Possible mission
When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.
3 mins
Issue 279
Retro Gamer
The Lord Of The Rings: The Third Age
NOW WITH ADDED ACHIEVEMENTS
2 mins
Issue 279
Listen
Translate
Change font size
