I think of the multiplayer space as a kind of amusement park. This time, we already had a multiplayer platform and all this stuff, so it felt like a great time to explore that idea. Even back when we worked on inFAMOUS, we thought it would be cool if you translated that mechanic or that idea into a 3D third-person space. If you’ve ever played games like Super Puzzle Fighter II Turbo or Tetris Attack, it’s like a race where you can kind of sabotage the other person while you’re trying to accomplish a goal as fast as you can. Rivals came from an idea that we were interested in for years - even before we started working on Ghost - which is a competitive mode that isn’t directly competitive. What went into making that instead of a traditional player vs. In addition to Legends’ existing co-op story, survival mode, and raid, there’s now the more competitive Rivals mode. We eventually came to the idea of Legends, because it’s connected to the story of Jin as a spinoff, but it opens up a lot of the design and gives us the freedom we wanted to really deliver a great co-op experience for things like the progression and powers that players can use.Īlso Read Rollerdrome Is the Futuristic Sci-Fi Video Game Rooted in the ’70s We really tried to come up with a co-op experience that would have a different focus, because there’s a lot of other stuff that makes co-op fun. Ghost is like a time machine, and a lot of the appeal is feeling like you’re immersed in this culture and space - so if your friend’s yelling at you, that doesn’t help with that immersion. One of the things we realized early on is that a lot of the stuff that makes the single-player campaign great just doesn’t work in multiplayer. We spent several months playing through different ideas and design scenarios while we were building up the technology, because this is still in the first year of Ghost’s development. SPIN: At what point did you decide to add a full-blown multiplayer game into Ghost of Tsushima rather than an underwhelming multiplayer mode like so many other titles do?ĭarren Bridges: From the very beginning, when we first pitched Ghost, we knew we wanted to do multiplayer - but we weren’t sure how we were going to integrate it or what the framing of it was going to be. To hear more about what went into Legends both last originally and recently, SPIN chopped it up with Sucker Punch Productions Senior Game Designer Darren Bridges about one of the most pleasant multiplayer surprises in PlayStation history. But whether you’re a new Legends convert or a returning veteran, the Rivals mode brings a competitive aspect to the otherwise-cooperative experience, and some major new additions to gear, skills, and other leveling are giving even the most diehard of players something new to pursue. For one thing, Legends is now available as a standalone game for the first time ever, meaning that those only interested in teaming up with their friends for a samurai adventure won’t need to bog down their system or wallets with the full story of Jin Sakai as well. Not only did it get a brand new expansion centered around Iki Island, but the Director’s Cut also added a true PS5 version of the game for those lucky enough to get their hands on the latest and greatest console.īut aside from the new single-player content, the shockingly robust post-launch multiplayer mode known as Legends is getting a whole new revitalization as well. After unquestionably being one of the best games of 2020, Ghost of Tsushima recently came back with a vengeance.
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