Pac-Man: World's End gdd


Single Player Gameplay Example



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2.10Single Player Gameplay Example


In this example, we assume that the player has taken one of the Corporation Labs in District 2, unlocking the Mutate III command and, hence, the Shredder-class zombie. At this time, they therefore do not have access to the Monster-class zombie or Stage IV Enslaver abilities.
This section describes one player’s infiltration of the Police HQ in the Downtown District.

2.10.1.Key to Diagrams




NOTE: The symbols of zombies and NPCs show groups or relative numbers, not individual characters.

2.10.2.Gameplay Example Scenario


The Police HQ in District 2 houses all of the resources used by the Police in that District. If they can break into the station, the player can stop the spawning of Police reinforcements and destroy their supply of vehicle support.




The walkthrough contains box-outs such as this – these offer alternative paths that a player might choose to follow, indicating how Possession offers a multitude of options in every scenario. The solutions for any given problem are limited only by the player’s imagination.

2.10.3.Walkthrough


The Enslaver approaches the Police HQ from the south. As he advances he gathers a large horde of Shamblers [1] and a small handful of Shredders. Commanding the Shamblers to wait in a deserted street while he scouts out the situation, the Enslaver issues a Follow command to the Shredders, and climbs up onto the roof of a building that overlooks the Police HQ from the south. The Shredders stealthily follow him.

Immediately, he spots two police snipers on the edge of the rooftop. They are waiting, ready to defend the Police HQ from above. Silently, the Enslaver orders his Shredders to attack but not infect the two snipers [2].
Without a sound, the Shredders sneak across the rooftop. The two snipers don’t know what hit them – they are grabbed from behind and very efficiently slaughtered. With them gone, the Enslaver cautiously moves to the edge of the building and observes the situation below.
The Police HQ’s frontage is made of stone while most of its rear is made of glass. A large group of armed policemen have barricaded the steps leading to the revolving entry doors. From here, they have the advantage of elevation over the zombies, and even if the Enslaver’s Shamblers could get up the stairs, they would be forced to make their way slowly through the HQ’s revolving doors – being totally vulnerable to the unknown defenders within.


ALTERNATIVELY: The player could use the “Attack and Infect” command, turning the two snipers into Shamblers. The Enslaver could then infect one of these Shamblers and use his weapon to provide support as the rest of his army attacks the barricades. Or he could Mutate the two victims into a couple of extra Shredders to join his stealth attack group later…

ALTERNATIVELY: Using Angry Cam to scout out the area reduces the risk that the police below will spot the Enslaver on the opposite rooftop. It may also reveal to the player alternative routes into the area that won’t result in the mass destruction of his zombies…

ALTERNATIVELY: The player could wait until later, when the Monster-class zombie has been unlocked. A couple of Monsters would make short work of these barricades, which are numerous but small. The Monsters could then smash the revolving doors out of the way and create a large hole for many Shamblers to swarm through…
However, had the player found the Monster upgrade, the city ERL would have risen, increasing the Police HQ’s defences dramatically. All of these factors must be weighed when developing any plan of attack.

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ALTERNATIVELY: Maybe the player’s horde isn’t large enough to take on two or three fronts at once. Approaching from the east or west, rather than the south, would make it harder for the cops on the staircase to take potshots at the zombies during the attack. Or the player may prefer to attack the northern side of the Police HQ, where there is a single, albeit stronger, barricade…
erhaps the two roads leading into the heart of the police compound might make better points of insertion? They are wide, allowing lots of Shamblers access at once… However, the police know this, and have set up larger barricades across both streets, with armoured riot police behind each one. If only there were some way to attack one of these points from multiple sides?
Hoping that any police under heavy attack will call for backup, the Enslaver Insta-Groups a large portion of his Shamblers [1], and immediately sends them to attack the western street barricade [2]. Alone, the Shamblers won’t be able to storm the barricade, but the Enslaver has a multiple step plan.

ALTERNATIVELY: Sending a wave of Runners in shortly after the Shamblers might make the assault easier. The Shamblers can absorb bullets, acting as a moving defensive wall to protect the more vulnerable Runners. If timed correctly, the Runners could reach the two smaller barricades at the front at the exact moment the Shamblers get there – the Runners would leap the barricades and viciously attack the policemen behind. This approach may be quicker, but it is still expensive in terms of zombie losses…

As soon as the Shamblers step out into the main street, they are spotted, and the police open fire. The Shamblers soak up the bullets and continue to advance. As they close the distance, the police manage to take out a few of their number with headshots, but many of the attackers reach the barricade and start to batter away at it and the defenders.

From his vantage point on the rooftop [1], the Enslaver watches as the police respond to his attack. Those on the entry steps move to deliver a crossfire [2], while a few from the other barricade begin to move around to support their allies on the west [3] – exactly as he had hoped.




ALTERNATIVELY: Turning these Shamblers into Runners right before they reach the barricade would allow them to leap over the obstacles and infect the defenders. Straight away, the player would have some zombies behind enemy lines…
Of course, Runners are more vulnerable to damage than Shamblers, and whether they can successfully breach all three barricades is doubtful…




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POSSESSION: In this example, the player possesses a Shredder. At any time, any of the zombies in the player’s army, whatever their type, can be possessed and controlled in 1st person mode.
etreating out of any potential line of sight, the Enslaver commands his remaining Shamblers [1, below] to attack the other street barricade [2] – these zombies are to be sacrificed as a defensive wall for his next step. The Enslaver possesses one of the Shredders on the rooftop with him. Commanding the other Shredders to follow him, he leads them down the southeast corner of the building [3], taking shelter behind the wall of Shamblers…

As the sacrificial Shamblers get close to the barricade [1], the Enslaver-possessed Shredder leads the other Shredders in a sudden dash for the stone façade of the Police HQ. The police are busy fighting Shamblers – one or two of them spot the Shredders, but before they can target them, they have disappeared over the lip of the building, and are onto the roof [2]…







ALTERNATIVELY: Instead of aiming for the roof, the Shredders could bypass the barricades on the steps, weakening the defences by the front door and possibly removing the cops that have been a nuisance to his main attack force. This is dangerous, however, since Shredders can’t last long in a direct assault.


ALTERNATIVELY: At the cost of more Mutation Energy, the player could choose to mutate these Bloaters further, increasing their numbers of Shredders. Since Shredders are easily killed, the player must create enough of them to reach their objective without getting wiped out.

Where, the Enslaver suddenly realises, some SWAT snipers have taken up positions. Reacting quickly, the Enslaver-possessed Shredder tackles the first sniper – in a couple of quick slashes he lies dead, but some of the Shredders have been taken down by the other snipers. With a quick command, the Enslaver orders his remaining Shredders to attack and infect the snipers.
The Enslaver now has several Shamblers on the roof. Before he continues with his attack on the barricades, he spends some Mutation Energy transforming these new Shamblers into Bloaters [1, below].

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ALTERNATIVELY: At this point, the player could release the Shredder from his possession. Reverting to Angry Cam, one of the new Bloaters could then be possessed.
Walking the Bloater off the rooftop causes it to crash down onto the cops below and explode, releasing a large cloud of gas which infects all of the cops on the barricades. With this move, the player has completely taken the western street and replenished his horde.
he original group of Shamblers are beginning to lose numbers to the police on the western barricade. But, just in time, the Enslaver springs his trap. He commands his Shredder team to attack the barricade from behind [1]. Immediately, he releases the Shredder under possession, and returns to his own body. As the beleaguered cops on the barricade suddenly come under savage attack from behind, the Enslaver himself leaps from the southern building and into the fray [2].

The Stage III Enslaver can easily leap the three storeys to the ground with no penalty. He ploughs into the small barricades, tossing them aside with ease.


ALTERNATIVELY: If the player had found the final Genetic Upgrade before tackling the HQ, Monster-class zombies could be directed to attack the barricades. When issued with such a command, the Monsters would concentrate their efforts on breaking the barricades, freeing up the Enslaver to fight the cops, or keep further back, out of danger.

Several cops surround the Enslaver. Using multi-directional attacks, he punches and grabs at his enemies, snapping necks and punching through chests. The cops pump bullets into the Enslaver’s body, but he shrugs away the hits and closes on the attackers, crushing bones and ripping holes into their bodies. Each one felled jerks back to life as a new Shambler.


The Enslaver strides at the final barricade. Using a context sensitive action, he strains at the barricade and tears it apart. With their former comrades turning on them, vicious Shredders leaping down from above and a terrifying Enslaver ripping their friends limb from limb, the remaining cops at the barricade attempt to flee, but it is too late for them. The last vestiges of the barricade are crushed underfoot, and the Shamblers feed, swelling the Enslaver’s ranks.
The barricade is gone. The defenders are now loyal to the Enslaver. Many more cops remain in the Police HQ, but the zombie horde has breached the defences – and the Enslaver has another trick prepared.
Using Angry Cam, the Enslaver possesses one of the Bloaters up on the rooftop. Commanding the other Bloaters to follow him, he moves the group towards the air conditioning ducts at the back of the building. With an Attack command, the Bloaters move into position…and explode [1]. The infectious gas released pours into the air conditioning system and is spread throughout the interior of the Police HQ.

Before long, the protectors of the people will have turned to serve the Enslaver…

2.10.4.Alternative Approaches

For a situation like the Police HQ, there are many, many approaches that a player can attempt. The example given above is a very combat heavy approach, requiring the sacrifice of many zombies. A more cautious player might spend a little more time examining the situation to find an alternative way in.




  • There are two entrances to the underground car park at the north of the Police HQ. If the Enslaver had spotted these, he would have seen that no physical barricades block them – only battalions of riot police. Attacking without any terrain obstacles in the way means reduced zombie casualties in the ensuing battle.

  • There is a crashed oil tanker near the north-eastern wall of the building. If there was a fire nearby that the player could use to ignite a Runner, sending it towards the spilt fuel, or if one of the player’s Shamblers was carrying a rocket launcher, this tanker could have been made to explode, blowing a (completely undefended) hole in the wall of the station…

  • In the given example, the player had access to Shredders, meaning that the ability to Mutate zombies into Bloaters was available. Once the Shamblers reached the barricade, they could have been Mutated into Bloaters and exploded, infecting the cops behind the barricades…

  • An exploratory player might have found the damaged fire escape on the office building to the west. With a context sensitive hit, this fire escape would have formed a bridge onto the roof of the HQ. From there, the Enslaver and his Shredders could have easily accessed the elevator shaft and descended to cause mayhem within the building…



Possession allows a player to find as many different solutions to any given situation as their imagination can create.

1 This area could be either indoor or outdoor


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