Gods & Heroes: Rome Rising Gamespot Q & A
Filed in archive Game Previews on April 4, 2007
Gamespot talks with god and Heroes Design director Stieg Hedlund and he discusses the six main character classes in Gods & Heroes, and how each one brings a unique play style to the game.:

GameSpot: Gods & Heroes tries to be different from most other massively multiplayer online role-playing games when it comes to its player-versus-environment combat. Could you detail some of the differences for us?
Stieg Hedlund: Going into the project, we really felt that the sense of entertainment in massively multiplayer role-playing combat needed to be seriously amped up. Instead of following what other games in our category were doing, we took games such as Soul Calibur as our models and really went for it. We made a huge set of very different and very cool-looking combat animations for each of our classes and weapon types. So if you're playing a gladiator, you unleash all the brutal arena combat moves that can bring the coliseum crowds to their feet, while scouts are less showy but nonetheless deadly marksmen who rain destruction on
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GameSpot: Gods & Heroes tries to be different from most other massively multiplayer online role-playing games when it comes to its player-versus-environment combat. Could you detail some of the differences for us?
Stieg Hedlund: Going into the project, we really felt that the sense of entertainment in massively multiplayer role-playing combat needed to be seriously amped up. Instead of following what other games in our category were doing, we took games such as Soul Calibur as our models and really went for it. We made a huge set of very different and very cool-looking combat animations for each of our classes and weapon types. So if you're playing a gladiator, you unleash all the brutal arena combat moves that can bring the coliseum crowds to their feet, while scouts are less showy but nonetheless deadly marksmen who rain destruction on
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Mr Wong
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