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.
from Rock, Paper, Shotgun https://ift.tt/2WhUhHs
via IFTTT
Keine Kommentare:
Kommentar veröffentlichen