Five Things About Sunset Overdrive - Games Weekly

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Wednesday, October 15, 2014

Five Things About Sunset Overdrive

The game used to look more like a cartoon…
“Early on the game was even more stylised like Gorillaz or something like that but we scaled back to something a little more realistic. That design process was a year long to nail down where we were and it was dumping a whole bunch of ideas on the table and our art director managed to get that cohesive. It took a long time to get it to look and feel like how we wanted it to.”


Building the world was the biggest challenge…
“Knowing how to communicate what you can grind on and colours that distinguish interactive elements, it was a real iterative process making sure we manage to get that visual language right. We ended up re-building the entire city like three of four times. It started off very flat compared to how it ended up as avery vertical, dense and traversal oriented world.”


Its enemies are unrelenting…
“The hardest challenge was making enemies that didn't just work on a single plane. When you get into the latter half of the game, it’s really vertical and skyscraper-based and fighting security robots (sent to wipe all the evidence including you), they’ll jump up and down with you, chase you on multiple levels and follow you around with ranged attacks.”

It wears its influences on its sleeve…
“DmC and Tony Hawk were big inspirations. Early on, we were asking ‘How do we encourage players to play with style?’ So we put in a meter system to think about combos, then we added the Amp powers into it so they keep doing combos. You want to keep it going as there’s explosions, blood and overcharge all over the place. We’ve said before that Peggle was an influence in keeping the player visually engaged.

It was originally a completely different game…
“It wasn’t originally a traversal game. In fact, it wasn't originally a crazy weapon game. At one point we were like ‘We should have more realistic weapons.’ But then as we added the rail grinding, we started adding layers and when we got the combat working with it, then it all really clicked and realised the potential of what we had.
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 Sunset Overdrive Preview

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