Dienstag, 26. März 2019

Why Arkane went roguelike with Prey’s Mooncrash DLC

At GDC this week, Prey’s lead level designer Rich Wilson explained why their team decided to change the immersive sim formula for its Mooncrash DLC. Mooncrash is a fasinating artifact: it blends the immersive first-person exploration and triple-A production values of its parent game with experimental, permadeath, randomised elements pulled from roguelikes. It’s a marriage that could not be more targeted to my personal tastes, but confusingly, Rich did not cite pleasing me personally as their primary motive.

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