Details On Disney Infinity 3.0 Combat
Today GameInformer continues to give Disney Infinity fans more details on the upcoming Disney Infinity 3.0, which is being overhauled thanks to Ninja Theory, who previously worked on Jasmine in 2.0 and have also worked on a more mature game, Devil May Cry.
One key area that at Lucasfilm wanted to Ninja Theory to work on was the lightsaber combat and here is a little more detail on this.
And it goes much deeper than just crafting new animations and combos for Star Wars’ iconic weapon. “One of the first things we did was to look at what was creating the lag from a technical standpoint, and we had coders looking into it and trying to cut it where we could,” Ninja Theory tells us. “We made sure the animations start immediately, so when you press a button there is already movement and gives you that feeling of responsiveness.” Ninja Theory’s work is distributed throughout Disney Infinity 3.0, meaning those improvements help everybody’s combat. Even Disney Infinity 1.0 characters like Mr. Incredible will play better than they ever have thanks to Ninja Theory’s improvements when you bring them into 3.0.
Some of the improvements to the game will allow gamers of different skills to get the job done as mashing a single attack button will still work but Avalanche and Ninja Theory are hoping those seeking depth will be rewarded.
We saw characters like Luke Skywalker (who can use both a blaster and a lightsaber) juggling enemies in the air like Dante. Pausing mid-combo and holding down buttons will also branch your attack off in different combo directions, and the characters with control over the Force can push and pull enemies in an impressive show of force.
Ninja Theory have used some lessons learned from their other title, Devil May Cry, ie Anakin’s special attack, where he uses the force to craft a giant ball of loose trash in the air and brings it crashing down on his enemies.
Here are a few more details:
In the past, this would have been a passive attack with players waiting while Anakin gathered and released his attack watching a dedicated animation. Now, players are in full control and can release the attack early, even if the ball of Force-powered trash hasn’t reached its full potential. It’s a good example of how the action is always in the players’ control, even in the middle of special attacks.
Other aspects that have been worked on include fixing the auto-lock, here are a few details:
In previous games, auto-lock forced you to move toward the enemies you were attacking if you were playing as a character that used guns or blasters – a counterintuitive approach to taking on your target Avalanche admitted. Now, firing on an enemy will lock you onto a target, and you can flick between targets. Alternatively, the option to enter manual targeting continues to exist as well.
I’m looking forward to seeing how these combat changes will effect the game as there was a huge upgrade from 1.0 to 2.0, so how will 3.0 improve?
What do you think of these changes to combat?
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