creators of wild heartsfishing game coming from dynasty of warriors Omega Force Studio, I really want you to feel threatened while playing. Very similar to a file monster hunter String, target in wild hearts It is to eliminate giant mythical creatures using a variety of weapons and gadgets cleverly. Many times when I play these games, I end up feeling guilty watching a dinosaur-like creature limp away as I chase it down with a giant sword in my hand. but according to wild hearts Director Kotaro Hirata, one of the main design goals was to avoid that feeling – and that goes for every creature you’ll encounter.
“We didn’t want the players to feel bad when they beat a monster,” he says. the edge. “We weren’t exactly afraid, but more of a threat to nature suddenly became a danger to you.”
wild hearts It throws players into a feudal, Japanese-inspired fantasy world teeming with dangerous creatures called Kemono. It’s a combination of hunting and craftsmanship so that you not only kill monsters but also use strange tools – called Karakuri – to take them down in creative ways.
Here’s a seven-minute gameplay trailer to give you a feel of the game:
The game is published by EA, and by developer Omega Force – known for its hack-and-slash game series. dynasty of warriors – It was part of a coordinated effort to expand the studio’s audience, especially outside of Japan. “This is a whole new genre for us,” says Hirata. “We have the dynasty of warriors Series as a strong pillar of Omega Force, and we wanted to build another pillar.”
However, the team had some expertise. Hirata previously worked on The attack on the Giants games, which are similarly about eliminating giant enemies, and fellow director Takuto Edagawa worked on a crafting game Dragon Quest Builders. “We were able to bring these two experiences into this new game,” says Edagawa.
Given the success of the hack Monster Hunter: The World, which became Capcom’s bestselling release, exploring the hunting genre makes a lot of sense, especially for a studio looking to make a splash. And there were a few places where Omega Force hoped to distinguish itself. One of the game’s core design philosophy is to give players a great deal of control over how they interact with the world – which includes making weird gadgets that look like some kind of ancient technology. “We wanted to give players a lot of freedom of movement and control over how they fight, especially with the Karakuri crafting item,” explains Hirata. You can also fight these monsters alone or with up to other players through cooperative play, with the difficulty adjusting based on the number of players.
Photo: EA
Of course, the monsters themselves make up a huge part of the experience. Hirata says it was designed with the keywords “animals” and “nature” in mind. Some of the creatures reviewed so far include the fire monkey and the ice wolf, both of which are huge. All creatures have one thing in common, although they are dangerous. “There is a certain aspect of monsters that can be charming, or even eccentric in some way,” says Edagawa. “But we wanted you to Wants to fight them.”
“We wanted you Wants to fight them
Which brings us back to the notion of not feeling guilty for catching a majestic beast.
“This is an essential component of our game,” says Hirata. “We wanted you, even when it’s comical, to feel threatened, to feel threatened by these kimonos. As you fight them, they will change shape, and they will evolve, and we wanted to make sure that the player felt their life was in danger while they were fighting these evolving natural monsters.”
wild hearts It launches on February 17 for PS5, Xbox Series X/S, and PC.
Originally published at San Jose News Bulletin
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