It displays one five states (Great, Good, Okay, Poor, Awful) and the change positively or negatively from the last chapter. The second thing we did to improve this is the addition of relationship screens at the end of the main chapters (Chapters 1-4), these show the state of the relationships between you and the other principle characters. Obviously where a relationship is more neutral, the player choice would still be a manual one. This makes it clearer to the player how that relationship is panning out. This meant that your subsequent automated response would be obviously positive or negative depending on the relationship. The intention from the start has always been to avoid duplicating what Telltale had done in displaying an obvious “XXX will remember that” type of message, and so we came up with solution which would now lock out certain conversational decision points to a fixed response, based on both your current relationship with that character and the choice you had made. One of the key enhancements made for Xbox One is player engagement, which previously, the community felt it was not apparent enough in the feedback they received, it was a challenge to the development team to come up with elegant solutions to the problem for Xbox One. The upshot of this has been the longer development schedule has afforded us time to apply the feedback and reactions to make enhancements to the Xbox One version, obviously, a bunch of these are technical and polish, but we also made specific improvements around the console’s functionality. Time and logistics can quickly make fools of us all and as such, we split the launches. When we planned the launch of the game, we had a plan of hitting all platforms simultaneously. Again, if you have a strong compelling story with believable characters, it makes you pause and think about your decision and even get into a discussion with those you are playing with as to what the best course of action might be. Then there’s local multiplayer, a concept which seems counter to these sorts of games, but it promotes debate during the game, especially when you have an even number of players and the decision is deadlocked. Similarly with timed action events, we wanted it to flow and we wanted no choice to be as impactful as making one, so, for example, a fight might take place and you are given the choice to pick up a weapon, but in doing so your adversary moves to attack first, whereas sitting on your hands for two seconds means you can block them and counter-attack in one action (or inaction). Shades of grey dialogue choices are fine, but when you want your game to feel cinematic, the reduction to two choices means that the game, and as such the story, flows more seamlessly. With many games of this style, the player has up to four responses during dialogue, but in reality, only one or two make the impactful decision that moves things forward, so we opted for binary decision making. Furthermore, that’s not an either/or choice, this goes back to the cinematic element of the game, one playthrough switches between the apes and the human’s perspectives. Andy worked with the developer on proof of concept work combining his astonishing performance capture knowledge and the underlying tech of UE4, to convince Fox Next Games that this wasn’t just going to be a completely interchangeable narrative choice-based game, but that this was going to be fully cinematic adventure and include some bold gameplay mechanic decisions.įirst, our game tells the same story from both sides of the conflict, which means that you play as both Apes and Humans, seeing the same story unfold from two perspectives. Rich, compelling narrative is at the center of everything we do, and with our Co-Founder Andy Serkis, being such a major part of the new era of Planet of the Apes, it seemed a perfect, and ambitious fit for our first title. When The Imaginarium set up its games publishing arm, its ethos applied to games was the same one used in the TV and Film arms: storytelling is key. Whilst the ape group are part of the original San Francisco tribe, the events of “Dawn of the Planet of the Apes” have necessitated this tribe to move away, several hundred miles into the Rocky Mountains. For the game to be unpredictable we needed a completely new cast of characters with their own stories to tell. If you don’t know much about the game, it’s a cinematic narrative adventure based in the same universe as the recent film trilogy, but not the same story arc. Hello all! We at The Imaginarium are delighted to finally bring Planet of the Apes: Last Frontier to Xbox One.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |