10/17/2023 0 Comments Captain crunch gameWhen was the decision made that Slave Zero X would have a richer, deeper combat system? Most beat-em-ups go with generic one punch, one kick-style combat. Mostly, I think it may have come down to Sinoc knowing about the artist, Francine, that really made it exciting and possible to put all of the elements together.ĭXP: When I played the game, the combat was crisp and clean, like a dedicated fighting game. In short, Tristan was working on an action game for fun and after talking with Ziggurat for a while, we determined that it would be really, really cool to bring back Slave Zero, keep the spirit of things and introduce this new genre to the series. The core design of Slave Zero X was always a hack-and-slash, Devil May Cry style action game – even before we started speaking to Ziggurat. This is why we wanted to go with a drum-n-bass style soundtrack as well. However, as you mentioned before, there are some aspects of that original game that are pretty chunky, and I think the things people remember the most are some of the more unique mechanics, the world building and the 90s feeling of it all. I’d say better aspects of the original Slave Zero is the feeling of being able to do things like pick up and throw cars at other mechs in a big city, running and gunning. WW: I’m a big fan of the old Armored Core games, so of course, I can’t speak for the whole team, but I think it’s safe to say that we’d love to make a mech game at some point. There’s a LOT of detailed and beautiful art in this title!ĭXP: When it came time to consider how the game would play, why was the decision made to go with 2D beat-em-up over the original’s third person? At the biggest point of production we had around 40. This preserves the style of the original Slave Zero, while also opening up our own expanded universe with Slave Zero X.ĭXP: How many people are currently working on SZX? You will notice our protagonist moves through a 3D world, we think very seamlessly, while holding onto the style of a 2D side-scroller. We wanted to make a 2D spectacular fighting game while holding onto the 3D aspects of the sequel. We wanted to keep the bio-mech anime feel and expand on the world through a prequel that would end right where the original Slave Zero started. We naturally were already pulling strongly from the same pool of influence when we picked Slave Zero as our IP. The art style the original Devs wanted was closer to a bio-punk western, influenced by the waves of Anime that was just starting to circulate in America. WW: The original game struggled with time, technological, and budget restraints. When building SZX, how did the original game inform the art and design of the characters and settings?
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