![]() And then we wanted the different elemental opportunities again through Curveballs, weapons, the environment, or skill cards to combine together to give people plenty of opportunity to engage. We were looking at different fluid types, so we have a lot of methods of getting different fluids into the scene, be it through pipes, Curveballs, or through the environment. Again, it’s quality over quantity and having more refined play spaces allowed us to do more within those play spaces. We wanted to have them physicalized and we wanted to give players opportunities in any given combat scenario. Can you speak to the process of building all of that out, presumably in hopes that players won’t get bored?Īgain, it was a really early decision that we made that we didn’t want the worlds to be static. It’s done through that kind of Hollywood lens so they can really lean into the the different kind of caricatures from from L.A.ĭead Island 2 has a lot of options during combat. So it’s not a straightforward take on Los Angeles. The guys have looked at it through the lens of Hollywood. ![]() And I want to make sure I do that answer justice because I’m not a writer. How do you write it to make sure the game is funny, satirical, not annoying, and still has heart? With this setting full of superficiality, it would be easy to assume that the characters would be grating.
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