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There isn’t much to guide you other than curiosity. You’re on a quiet street, in what you’ll soon discover is a small, charmingly quaint English village in the mid-1980s. GameSpot's review notes the slow movement speed, and even after trying out the sprint button, our reviewer found it it's "not a huge improvement." Even so, Rapture is still worth a visit.You never see people, but you can’t escape themĪt the outset of the game you have no information you don’t know who you are or where you are, and you certainly don’t know why you’re there. Whether sprint is enough is another matter. But the most important thing is that we get the word out to players, so here we go-although we'd love you to take your time and explore Yaughton at a slow, steady pace, if you need to backtrack or get around more quickly, hold down R2-it'll take a few seconds before you are running fully, but it will speed your movement up." "That was a bad call, and we've paid for it in the reviews. "We probably should have announced the run button before launch, but we didn't," Pinchbeck continues.
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"hat would mean a full round of testing before creating a patch-about 4-5 days through the global QA pipieline, which we're doing now, but wasn't ready in time for release."Īs a result, those who navigate their way to the game's online manual will be aware of the sprint button, but those who only do what the game explains won't be aware of the sprint button, at least until that patch arrives. While localization takes only a day, changes to the UI-built in Flash-would require longer. The controller icon in the options menu was missing the sprint instruction, and it hadn't been localized."
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"And then suddenly launch was right on top of us, and something had been missed. This then needed testing, because it potentially threw out all of the pacing we'd been working on for the last year, plus could cause issues with accidentally parkouring into places you couldn't escape from, creating game-breaking bugs. "We replaced the autosprint with an R2 trigger hold, keeping the gentle ramp up to main speed. "So together with Santa Monica, we made a late call," he says. Pinchbeck explains that Sony Santa Monica playtested the game not long before its code was finalized and found that players wanted control over when they sprinted. By clicking 'enter', you agree to GameSpot's
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