Please accept our apologies for the lack of updates during the last three weeks. This is going to change now with a few interesting topics that we'd still like to introduce to you before the Söldner-X 2: Final Prototype product launch.
We are starting today with a pretty big introduction, talking a bit about the different kind of playerships, their weapons and the weapon system in Söldner-X 2 in general.
In Söldner-X 2 you can choose from out of three different playerships. Two of them ('Thor' and 'Mexxus II') can be selected right from the start, while a third playership is hidden and can be unlocked by successfully passing a certain challenge (Note: We talked about the challenge mode before).
Each ship has its own characteristics and primary weapons equipped:
Thor - Heavy Starfighter Shape: streamlined, platy Primary weapons: bounce laser, scatter gun | |
Mexxus II - Bullfighter Shape: bulky, powerful Primary weapons: bullet gun, magma cannon |
Moving on to the weapon system, each ship has three weapon slots and can equip up to three different weapons. The first two weapon slots are always filled with your two primary weapons (as outlined above), while the third slot will be filled with a secondary weapon whenever you pick up a weapon extra.
In the beginning only two different secondary weapon extras are available (wave laser & spread beam), but once you progress through the game, you can unlock a total of nine different secondary weapons. Three of these secondary weapons can be equipped with any of the three ships, while all others only suit a certain ship type.
All your currently available weapons are displayed in the HUD and you can switch between them using the L1/R1 buttons (which can of course be remapped to your liking). Connected to your weapon is your weapon power bar. While this might sound familiar to those acquainted with the original Söldner-X game, it's once again all different in Söldner-X 2.
You start out with an empty power bar and all your weapons set to an initial level. By collecting power up extras (available in two different levels), your weapon power bar increases, effectively increasing the overall range and effectiveness area of your weapons. Whenever you pick up a power up extra, your currently selected weapon gets a big boost, while all other weapons get a slightly smaller one.
To compare this once more to the system used in Söldner-X: Himmelsstürmer, your weapon power no longer deflates whenever using your weapon. Further, you also won't lose your weapon power whenever losing a life. The latter is however still applicable whenever using a 'continue', yet depending on your current level plenty of extras will be spawned on screen to regain sufficient power.
Hopefully you have enjoyed reading today's post. Watch out for further updates in the coming week(s), including a more detailed look at Söldner-X 2: Final Prototype in action.
4 comments:
Sounds good, more straight forward that the first game. Hoping the next update will be the release date.
Different ships and much greater weapons variety is a huge improvement over the original but I hope I have the skills to unlock the third ship...
I love shooters but I have never been that great at them so hopefully the challenge is within my realm of possibility.
very excited guys, great work on the up-coming game!
I hope game is easy , i am noob in Shmups of today, cleared on TF4 back in old says, i am very interested in this game, please be softer on people like us, alteast i should get all levels for my $$$, whats the point of getting stuck in beginning
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