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7 February 2011
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Buffystuff | Videogames |Greg Goodrich of Vivendi Universal Games.
Puzzling times

Picture What's behind the increase in puzzles since the last game?

The first game was certainly fun, but we found that most people felt that it was extremely repetitive. This was the result of having a game where 95 percent of the gameplay was staking vampires.

Our number one goal in Chaos Bleeds was to extend the gameplay and make it feel more like an action adventure than simply a button masher. That is why we extended the playable characters from one to six and doubled the amount of moves and combinations.

There is an adventuring component to the game that was absent in the first, and I'm not talking about the simple "find the key open the door puzzles." In Chaos Bleeds you may need to open a door, but this time around it's more about creating alternate routes, like using dynamite to blow through walls or combining objects to create a device to pass through obstacles.



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