The Hunter has a magical mask that lets her see into the spirit world. So how do we get away without a map? The answer- which took us years of design iteration to discover- is the spirit mask. The cursed island that you explore in The Pathless is large- many kilometers across- and covered in dense forests. It’s a satisfying, moment to moment action that keeps you engaged with the space, and can even become meditative when you get in the rhythm. Chaining shots will let you keep your speed up, and each successful shot will give you a mini turbo boost, even in the air. Shooting talismans- ethereal, floating targets scattered across the landscape- will fill your dash meter. The Hunter moves fast, bounding through the forest at high speeds. It launched us on a multi-year long journey to figure out new ways to address the issues those mechanics normally solve.įluid, dynamic movement is at the core of The Pathless. We made the choice early on to remove these elements to sharpen the sense of immersion and atmosphere. These common design elements work great in many games- but for ours, we didn’t like how they pull you out of the world and remind you that you are in a game. We wanted to encourage players to explore organically and develop an understanding of the space as they play, which led us to break convention with most open world games in a few key ways: There’s no fast travel, there’s no map, and there’s no game over. ![]() The Pathless is all about finding your own way forward, so an open world design fit the experience and themes perfectly.
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