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If you've seen either the trailer from E3 or Gamescom you've no doubt been confused -- and intrigued -- by NeverDead, the new game from Shinta Nojiri (Metal Gear Solid Acid's producer) and Rebellion (the studio behind Aliens vs. Predator. The distinct trailer shows a head rolling around in an environment, collecting its other body parts all Katamari Damacy style in order to return to normal. Yeah, it's some crazy shit. Anyway, at Gamescom earlier today we had a chance to speak with Nojiri about his game and get a better sense of how it all works.
The basic premise is that you're an immortal, which means you can be shot, chopped up, whatever, and still live. In fact, you can turn that penchant for mutilation to your advantage in some unique ways, by, say, ripping off your arm that's holding a gun, throwing it into a swarm of enemies, and letting it fire away. The way the game explains all of this is that 500 years ago you were a human demon hunter, and a demon king placed a curse on you, turning you immortal. So you've spent the last few centuries hunting demons for money, and plotting revenge.
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NeverDead plays something along the lines of a
You must login or register to view this content., but the emphasis is on the unique gameplay that the immortal dismemberment abilities allow. "There are so many immortals found in movies and games these days," says Nojiri, talking about the recent fixation with zombies in popular culture, for instance. "Dismemberment is so unique in our game that we felt we needed to take full advantage of it." Situations like the one mentioned earlier in this article are absolutely common. As you get shot, for instance, pieces of flesh fall off your body, and you lose limbs from severe damage, requiring you to recollect them on the battlefield. Let's say you lose both legs -- you'll then need to crawl your way through the environment to regain them. But being able to withstand extreme amounts of damage obviously has its perks; if you're in a situation where you're outgunned, you can shoot an above structure so it falls on you, crushing and killing your foes (but not you). You're also able to put yourself at risk without fear of consequences -- you'll still be OK if you get hit by a car or a train. And then there are those unique offensive tactics -- another example Nojiri cites is one in which you cut off your head to toss it to an area you wouldn't normally be able to reach. How you're able to roll your head around (and even get it to jump slightly) isn't explained, but probably doesn't need to be.
Sounds good to me
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