![]() ![]() It’s a thing that you have to explore in the game so let’s leave it to the players. ![]() Regarding your question about The Twins, they’re a core storyline character. Can you tell us more about The Twins and how significant their role will be in the game? Every time the main hero asked him how he came to the inspiration for this glove, he never answers. Sechenov, who is the founder of the facility gives the gloves to our main hero. Through the various gameplay footage, we’ve seen of the game, there’s a lot of emphasis on the player’s glove and how it’s able to use elemental/psychic-like abilities to deal with enemies and puzzles, was there an inspiration behind this concept?Īccording to the plot, the polymers are a special matter, which is designed and created in the facility. What we created is something like that utopian world from the USSR. There were dungeons with laboratories, and there was an open world. I don’t know if you are familiar with the Russian military closed sieges, but in the Soviet Union, there were concepts of the cities, which was like a closed territory. We have some big, interesting puzzles in the different parts of this open world, and if you explore them, you will find some upgrades, which will help you to improve the diversity of your personnel. We don’t want to create dozens of side quests and blur the attention of players from the main plot. So actually, we have our own approach to creating this open world. I wouldn’t compare this game to the typical open-world game. How big is the world of Atomic Heart and what kind of activities/side missions can we expect during our travels? It’s important to understand this concept when you get it, everything becomes much more fun. It helps you to avoid situations when you can just find yourself without any armor. If you combine your glove abilities, if you use them with some smart decision-making, we have an interesting mechanic in the game when you hit players with a melee weapon, you increase your energy bar, and then you can make some distance and shoot it with an energy weapon. Then, there is the second half of the playtesters who want a more hardcore experience. The first is the casual players who are playing on the lower difficulties and go through the game a bit faster than usual. We made a lot of play tests and we saw that usually there are two kinds of people. W e think as developers, it’s so fun to study the enemy, like their tactics and movement patterns to remember them. That being said, it was initially designed for you to suffer a little like the Souls game. I f you want to have that kind of BioShock-like experience, you will have this option. The game is accessible to a wide audience of players. If you feel some difficulties, you can always switch the game to an easier mode. So the version which is going to be released is balanced for. There’s normal, and we did some rebalancing now. Are there any changes to that? Or what is the reason for the dev to make a game that is harder than usual? I noticed the combat can be quite challenging compared is other games. If you don’t like to have big battles you can avoid some of them by sneaking past cameras and enemies but actually, the game is designed for battles so maybe it’s closer to BioShock or Doom than to a Prey or Dishonored style of game. It’s impossible because you’re a special agent with a lot of force and the game is created to have fun while acting with enemies. You can’t go through the entire game without killing anyone. ![]() Regarding stealth, there is no classical stealth approach in this game. For people who play Arkane games like Dishonored, maybe Atomic Heart won’t have all of the same features because it’s not an immersive sim but there is something new to it. Maybe for some people who would like to have a larger array of gameplay. ![]() It’s not supposed to be an immersive sim like in Arkane games. Can you explain more like can we pick one path or is it necessary to do both? The game’s description says you say we can shoot and blast through enemies or take a stealthier approach. So we initially created the old facility with all laboratories with all structures and then we put all the events inside this location and that’s the difference of how we created the world. So just like typical games, they’re created from maybe a level design boxes, and then they’re pulled over this level designers pulled by the art design, but we make a different approach. There was a kind of special approach to the design of the art direction and the storytelling. We wanted to create such a kind of experience, like an immersion of the player. Follow us on Twitter Follow and Tweet us Tweet to you tell us more about some of those changes in detail? ![]()
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