November 27, 2005

Minerva Interview

The first episode of Minerva certainly felt different to Half Life 2 despite using its assets - this interview does a great job revealing just why it has the feel it does.

One of his ideas is that you should show a player peeks of a later area to encourage and reward progress. Epic used a similar philosophy with the original Unreal, most strikingly with the Sunspire which you could see for the entire level.