langley wrote: »
It'll be more story driven. For example, you might play the first part as Wallace, tweaking inventions and enterprising. By the last part of the game, things go wrong and you have to take control of Gromit to fix the mess.
Tjibbbe wrote: »
Yeah, sounds great.
A bit more like Out from Boneville than Cowrace (concerning the character switching), then? What really interests me is how you are going to be handling having Gromit as a playable character. A playable character who doesn't speak is pretty unique in the point & click-world, if I'm not mistaken.
langley wrote: »
It's definitely a challenge that's being addressed in a lot of ways. For example, having characters interact with Gromit, having Gromit pointing out objects in the world to other characters, and using inventory items to express ideas in conversations. Plus, if Wallace is nearby when playing as Gromit, then he might do some of the talking for you.
DoubtedEdwardo wrote: »
Pointing and sign language would be a great way for Gromit to communicate, because we'll always know what he's trying to say (if we're controlling him). With hilarious consequences!
BiggerJ wrote: »
Grommit won't be the first silent third-person adventure game protagonist. The Neverhood's Klaymen never spoke in-game, and they pulled him off very well.
I'm hoping to see the distinct difference between Wallace and Grommit's inventing-related philosophies. Wallace creates decidedly complex inventions and setups designed for specific purposes, while Grommit is more practical and has a habit of finding alternate uses for Wallace's existing inventions. Wallace tends to fail to see uses for his inventions beyond the originally intended ones. This would make for great puzzles.