Combat PlaystyleĪ variety of guns are available, as well as being able to deal damage using traversal abilities such as dashing and crash landing. So, in addition to the core traversal playstyle (jumping, dashing etc.) we also have Combat, Puzzle and Hacking. Each of these critical paths is based on a specific playstyle, each with their own optional abilities. Unlike other Metroidvanias however, Recompile offers more than one critical path. Recompile is no exception, there is a very specific order in which abilities are gained, which in turn also unlocks new explorable areas in a linear fashion. Metroidvanias by design, provide the feeling of a fully explorable open world but this is just an illusion as the path the player takes in order to gain new abilities is in general very linear. Backtracking is a key element of exploration in reinforcing this feeling. Recompile's traversal abilities include many common mechanics seen in other games, such as wall/air jumping, dashing, jetpacks etc. A feeling of mastery is developed as they become more powerful with each unlock, until they are able to effortlessly glide through the levels in a state of flow as they progress towards the game's conclusion. Progression through the complex interconnected environment is gated via abilities, slowly revealing the map as the player explores the world. Recompile, at its heart, is a traditional Metroidvania in every sense of the word. In this post I will explore how we are experimenting with Metroidvania gameplay by adding multiple critical paths and dynamic narrative systems, elements not typically seen in this genre. We recently announced the game in collaboration with our publisher Dear Villagers.
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