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At the start of the game, each Gallery and Passageway is
populated with a few active Items. As the Visitor continues
to explore, get to the target Galleries and solve puzzles
(called Hands On Displays or HODs), more Items become active.
Therefore, every time a Visitor revisits a Gallery or Passageway,
he is likely to discover new Items. Galleries are more packed
with Items and Displays, activated by the Visitor. Passageways
are more sparse and most of the Items in them are not active
Displays.
The world of The Collector exists on a number of "levels".
So travel is not just laterally or through time, but in depth.
There are macro and micro spaces within spaces, worlds within
worlds.
The environment is rendered in realtime 3D. Because speed
is not an issue, the graphics are high res and visually rich.
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