![]() On a fundamental level, Giant Squid itself is aiming to create experiences that spawn a close connection between the content and the player - something they admit isn’t easily achieved. ![]() We want them to think about what they are shooting at and why they are shooting it.” So, we don’t want the player to have to think about aiming because we want them to feel like an expert. ![]() In The Pathless, it’s a similar thing, except the character now, instead of being a diver, is an archer and the hunter doesn’t have to think about aiming because she’s an expert. “So, in ABZÛ, it meant you could swim around freely, you could flip and turn upside down, and you never felt like you couldn’t perform the behaviors you wanted to perform. “The controls are not a barrier for expressing yourself the way you want to as the character in the game,” stated Lead Gameplay Programmer Cosmo Fumo. So how exactly is Giant Squid looking to expand on its previous effort? Simply put, they want the player to experience an increased sense of interaction as they explore and engage with the lush, vibrant world around them. “For us, it's a game that extends our philosophy from ABZÛ forward, but incorporates more traditional gameplay elements.” “The Pathless is about the relationship between a hunter and eagle as they explore a forest full of cursed beasts,” said Nava. “(We) try to make games that are atmospheric and take you somewhere that’s really immersive and beautiful, but gives you something to think about at the end.”Īlong with the goal of creating a memorable conclusion in The Pathless, the developers aim to provide players with plenty to think about during the adventure itself, which is why accessible controls are at the core of the experience. “As an indie developer you have to find a niche, something that people aren’t doing,” said Nava - whose industry credits include his prior role as Art Director at thatgamecompany where he produced the iconic visuals of the critically-acclaimed Journey. ![]() In fact, Giant Squid Creative Director, Cofounder, and President Matt Nava stated that creating an emotional connection with its players is a differentiating factor for the studio. When we recently visited the team in Santa Monica, the small company’s commitment to creating atmospheric and immersive experiences was clear. ![]()
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