In my opinion, Returnal is one of the most exclusive games I’ve played in a long time. Honestly, this contender of the year came out of nowhere, yes, he looked smart, but no one knew what to expect from a studio without AAA titles under its structure and a propensity to go against the grain with its gameplay. But skill and creativity are necessary in a scene that has too many copies, and what Returnal did left an impression on who takes a DualSense and is With the new 2. 0 update coming into the game (adding a saved mode and suspended photo), we asked housemarque’s Returnal narrative director a few questions, Grepassry Louden, and he had some clever things to say. in one of the most productive games to be released in 2021!
Game Trend: What demanding situations do you think you face when moving from small projects to any AAA-reaching project?
Gregory Louden: Returnal has been the first step in our evolution for everyone at Housemarque, moving from top-down and side shooters to third-person shooters and was filled with many artistic, technological and game design challenges. The goal, despite all this, was to keep our identity and DNA intact by pursuing our goals of “The Game Is King,” replayability, strict controls, and games explained as “easy to handle, hard to master. “studio, we also seek to evolve and create something bigger, bolder and even more ambitious. Our amazing partners (and now the family) at Playstation Studios were able to do it, and the result was Returnal.
As a team, we all came here in combination to stick to Harry Krueger and Harri Tikkanen’s original concept of a dark sci-fi action time cycle mystery with mental elements. Finally, it’s about creating a narrative team from scratch to help tell the concepts of a deep and compelling story that players can reproduce and reconsider as they fight through Returnal. With this vision and foundation, all the groups involved have built our game, storytelling, art, sound and generation to face it.
Finally, we also seek to be a show for Playstation 5 to 3-d Audio, Fast Loading, DualSense and more, so in many demanding situations, but we are very proud and satisfied with the results. Encouraged to be part of the next Playstation Studios.
GT: A lot of people say the game is “too difficult. “Do you think Returnal is deliberately difficult?
GL: With Returnal, we seek to create a challenging but rewarding delight, and dying is one of them. We also seek to provide the delight of fighting, dying and learning with Selene about Atropos as she evolves and adapts with each This sense of challenge and repetition was imperative to our vision of the fun of return. As Selene dies again and again in Atropos, we look for players who would join that as well. This challenge is preferable that you feel everyone a heartbreaking death with Selene and eventually triumph over this challenge to succeed in conclusion.
GT: With this in mind, the new “suspend” option is really appreciated. How does the decision-making procedure work when it comes to a function that helped players but did not compromise the integrity of the game?
GL: When Returnal was released, we really appreciated all the feedback and from the players. As a team, we analyzed everything, the idea about the launch and two important things were raised and we looked to deliver them with Returnal 2. 0″, photo Mode “and “Suspend Cycle”. With “Suspend Cycle”, our purpose was to maintain our vision of Selene’s adventure in Atropos, where each cycle is generated and exclusive, but also to allow players to suspend this exclusive generation and live it to their liking. own rhythm.
It was a wonderful undertaking for the Housemarque team and we have been working on the design, generation and features since launch. It took a lot of testing and effort, but we are very proud of the effects and hope that players will enjoy this. In addition to Returnal. We believe this allows us to maintain our vision of the mysterious and shape-shifting Atropos while allowing for a little more flexibility. It is also optional and will have to be enabled for each use, so players can choose whether or not to use it in advance. Personally, I think it’s a game changer and a wonderful addition and it’s been wonderful to play Returnal with “Suspend Cycle” and “Photo Mode” with 2. 0.
GT: While playing the game, you can see nods to things like Alien or Metroid, even if it’s not intentional. Are there any games or videos that particularly influenced what you did on Returnal, especially that we don’t know or don’t know?notice?
GL: We’ve been influenced by black science fiction videos and literature, mental thrillers, and Lovecraftian and Lynchian atmospheres. We have done a lot of studies to create something exclusive for players to explore, respecting the wonderful precedents. The reference for the gameplay of Returnal has been our own Housemarque games, however, we seek to bring them to a new Array. We wanted to bring all our joy to this new and percentage of our vision of what the third user shooters can be ahead of the curve.
Despite all those influences, we seek to create something exclusive and unconventional with Returnal.
GT: Housemarque is moving away from creating classic games, at least in terms of genre. Do you think the team will continue to stick to the styles of ball hell, or is Returnal your grand finale?
GL: At Housemarque, we pride ourselves on our DNA and what makes us unique.
I can’t express anything at the moment about the sequel, however, like each and every Housemarque game, it will be an evolution of all our previous games.
GT: Similarly with the roguelike/lite genre, what made the team take this path?And on that note, who got here first, the tale or the genre selection?
GL: Our original concept to tell the story of a dark sci-fi action time-loop mystery with mental elements. We are also very committed to our drive to create highly playable games across all of our games. special and global death cycle that combines in Atropos an early concept to ensure a consistent and unpredictable challenge. We also had our ending, our main character, and our overall direction set from the beginning. From this configuration, we have evolved it layer through layer and component through component in the latest edition that you can play today with Returnal.
GT: Selene is a character. Where do the concepts for her come from?, what influenced her design?
GL: Selene Vassos, our Greek-American ASTRA deep area explorer, with us from the original concept. We knew we wanted to tell a mysterious, layered, haunting story and she’s the crux of it. We seek to create a character and story that lasts and stays with you. We also sought to unveil her story piece by piece and created it to be complicated, self-confident, wise and pushed to the limit. We knew her beyond and what brought her to Atropos, as well as our narrative design and storytelling in Returnal. We also seek to tell a character-based story that can only be told in games. Like Returnal Loop with Selene, it perceives it layer by layer in a non-linear way.
GT: Finally, I have to ask, favorite boss? Favorite enemy?
GL: My favorite boss is definitely Ixion in the most sensible of the Crimson Wastes. I love Bobby Krlic’s (Haxan Cloak) score and his intensity. The first time I beat Ixion, I jumped and was very happy. The favorite enemy deserves to do so. Sé Kereberon, the first enemy we introduce into the invaded ruins and chases players everywhere. I recommend players to take a look at the sounds they make. Their sounds are clues to the end of Returnal if you pay attention to . . .
Returnal is available now on PS5, and you can recover a physical or virtual copy through the available platforms. We enjoyed Returnal and gave it a 90/100, and if you need to know more, check out our review here.
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