I'll say this before I get started: No PS3's were there so this is all PC and 360.
Sprinting
- There are no meters or bars that show you how long you can sprint.
- However, sprinting is based off stamina (this is conveyed by audio queues like heavy breathing) and you stop when your guy decides he's ran enough.
- You can't sprint full duration back to back, it's effected by how long you wait as if he needs to recover his breath
- One-click-sprint, the button configuration I was playing had me click the left thumb-stick once (and I could let go off the press but still pushing forward on the stick) and I would run until tired
- You can sprint in combat
- Shooting will take you out of sprint
- Stamina is a type of stat that can be built up, thus affecting how long you can sprint
- To that point, early on in the game you can choose a kind of character archetype (more armor therefore slower, more agile and faster, etc.) and based off this choice can determine how long/fast? you can sprint
In co-op things work a little differently
- You have 'X' amount of sprint (this is literally what the guy said). I imagine he meant it isn't affected by stats and whatnot
Multiplayer
- There are 4 types and all are vehicle based
- Meteor: Meteors fall from the sky, you 'collect' them and then cap them at a point
- Deathmatch: you kill people
- Rally: go through 'gates' or points to get score
- Tri-Rally: same as rally, except you have to get at least 3 in a row before you score anything
- Vehicles are customizable with weapons and whatnot
Dieing
- You have defibrillators that you can learn to build, as long as you have one you won't die.
- Once you run out of defibs, you die and start over from where you saved last.
- They work like this:
- you run out of health, black screen pops up with a heart and 6 (or maybe
'points' on the screen.
- the points on the left reflect your left stick, points on the right are your right stick.
- these points highlight, and you have to push the sticks in their respective points
- doing so correctly over a time period will determine how much health you are 'revived' with
- once that stage is over, you are shown a line with 2 static points and two moving points that go back and forth; when those line up, you pull the triggers and you're alive again
- coming back to life will shock all enemies around you
co-op
- in co-op, players each start out with 2 defibs.
- you can find more, and don't have to build them
- players can revive other players an infinite amount of time without using their defibs
Upgrading
- The demo had upgrading
- You can upgrade armor (anarchy edition will have 'skins' that have bonuses as well) and weapons
- Weapons can have as many upgrades as you want (stability, ammo capacity, etc.). Sounded something how Bioshock handled their upgrade system though it wasn't directly compared to that
- You can upgrade your character via stats and a level up system (nothing new here)
Co-Op
- Split screen or over connection
- Can play Co-Op missions solo though it's the same AI/scripting/difficulty as if there were two of you. He said this was something to consider if you weren't going to get the game for multiplayer. They're not making that content exclusive to needing someone else to play.
- "Score Attack" type of gameplay. There is a multiplier in the middle of the screen (top middle) going from 1 to 5. The better the players do, the higher the multiplier. The worse you do (damage, time?) the more it decreases.
- the multiplier has a pentagon (maybe hex, didn't really count the sides) around it and each side will 'fill' up before it goes to the next multiplier.
- Co-Op missions are 'wasteland stories' that you can hear from NPCs in passing, or throughout the game.
- You might here someone talking about how "The Authority" (or whatever it's called) handled a group of bad guys a few years ago... these stories are the 'missions' you'll be playing.
- see the italicized parts above about more things that are going on in Co-Op that are different from the single player experience
Controls
(360)
- I was told there were different button layouts (profiles) for the controller but I was unable to find them in the demo.
- LB: Holding it opened my quick select where I could (with the left stick) choose ammo types, and (with the right stick) I could select a weapon
LB: Pressing the LB scrolled through my weapons
*None of this paused gameplay*
- RB: (don't remember using this... :\)
- LT: zoom
- RT: shoot
- DPad: these were your 'gadgets' or items that could be assigned via inventory
- L Stick push: Sprint
- R Stick push: Melee
- Buttons: jumping, reloading, use, something else
(PC)
- Can map them to whatever you want
Graphics
(360)
- Dull after looking at the PC. Not as vibrant, less detail, as if there was a grey/brown filter over it all
- they're not bad, just not as good as PC.
(PC)
- More vibrant, colorful... just plain "looks better"
- As reported before, you can't adjust texture detail. This was explained as the megatexture has all the detail it's ever going to have. Adjusting resolution of course will allow you to see more detail, but whatever is there is there in the texture.