![]() That's our home, and that's where we're really comfortable.” Focusing all of Firaxis’ efforts on the PC made logistical sense to DeAngelis, too. ![]() “To do that, we had to use all of our studio expertise … and our expertise here is PC. On his must-have list were high-fidelity characters and environments, better-looking destruction, physically based rendering, and the crown jewel he’d wanted to get into Enemy Unknown but couldn’t: procedurally generated maps. “When we looked at what we wanted to do with the sequel, we had all these very, very ambitious goals,” said Solomon. “A focus on PC was the only way to make the XCOM 2 that Creative Director Jake Solomon and his team envisioned when they sat down to talk after completing Enemy Unknown.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |