![]() ![]() I asked the team if Returnal will be that game for PlayStation 5. Housemaques Resogun was a PlayStation 4 launch title that dazzled, not only from a gameplay perspective, but also showed off the power of the new machine with incredible visuals and technology. In a way, that marriage was already defined during the conception of the idea that, yes, we’re reborn, the is always different and that’s part of the protagonist’s emotional journey on this planet. What really shines through, exclusively with the PS5, is the 3D audio. A bit like Housemarque gameplay - easy to pick up, hard to master. GL: It’s the first time we get to define “What is Housemarque story-telling?” For us, it’s been about creating a layered story. We’ve embraced these gameplay elements and tried to use them to enrich the story and vice versa. It’s not just gameplay, it’s part of Selene’s predicament that, every time she reawakens in this time loop, she’s stuck and the environment has changed. We did start by embracing this rogue-like structure, built around replayability - dying and respawning - and that is recognised by the narrative. HK: We wanted to tie our narrative to the gameplay so it’s not a separate thing. I was curious as to how the team planned to balance telling a compelling story in an action-filled genre. Another element which makes Returnal unique, among its stablemates at Housemarque, is the inclusion of a narrative. ![]() You could describe it as a bullet-hell arcade adventure which is enriched with a lot of rogue-like elements. One of our original goals with Returnal was to take this unique brand of explosive arcade-inspired action and unique tech and the flair we bring to our titles and really crank that up to 13 with Returnal. It’s by far the most ambitious title we’ve made
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