Rebellion Development‘s upcoming game, Atomfall, has been referred to by some as the British equivalent of Fallout. However, instead of deserts and barren wastelands, the game offers a unique perspective on the apocalypse by featuring overgrown English greenery.
In this discussion, we had a chat with Jason Kingsley, the head honcho at Rebellion, delving into the fascinating story behind Atomfall’s creation. From its roots inspired by classic works like ‘The Day of the Triffids’, ‘War of the Worlds’, and train rides through England’s industrial landscapes, to the hurdles it encountered during development, we touch upon it all. We even uncover some content that didn’t make the final cut!
What makes creating games so challenging, and where can fans prepare themselves for immersing into Atomfall?
Answer: Creating games often involves a delicate balance between creative vision, technical complexity, and market demands. To prepare yourself for Atomfall, you might want to explore game trailers, developer interviews, or lore videos that give insights into the game’s setting, characters, and mechanics. Additionally, engaging with the community discussions and following the developers’ social media platforms can help build anticipation and understanding of the game’s atmosphere.
To view the interview, you can check it out – the extended clip can be found here, or on our YouTube channel (TopMob Gaming).
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Curious fans have been scrutinizing each frame from the Atomfall trailer, aiming to grasp all possibilities within the game’s expansive open-world environment. It may intrigue them to learn about aspects that are missing from the game too.
Jason Kingsley shared insights about unused content and concepts, focusing on a specific example related to swimming: “He mentioned an idea concerning swimming mechanics within the game.
We found it ineffective since we possess multiple lakes, meaning one could swim across them. Subsequently, diving into the water is an option, leading to underwater swimming. If one can swim underwater, then there arises a desire to investigate the underwater environment. This requires having a means of holding your breath.
It seems unrealistic since you’ll end up soaking wet upon exiting. What should we do about this? Should we simply overlook it like many games often do? Or perhaps a more realistic approach would be to introduce additional effects as a result?
Of course, that wasn’t the only hurdle faced in the development of this ambitious new RPG.
In Kingsley’s own words, “Creating computer games is challenging, and there will always be unusual scenarios and glitches. There will always be someone who performs actions unexpectedly, in ways that no one on your quality assurance team over the past two years has encountered before, particularly when the game is launched.
One difficulty arises when attempting to create a game that caters to diverse types of gamers – those seeking a challenging battle scenario, and others who prefer immersing themselves in the narrative alone.
According to Kingsley, the ideal game design should offer both action-packed experiences like running and gunning with a machine gun, as well as opportunities for dialogue and non-combat rewards.
In this game, it’s clear that approaching a stranger with hostile intentions (like aiming to harm them) could lead to several outcomes. They may defend themselves by shooting back, or they might flee instead, or even their allies could intervene and attack you.
Additionally, we aim for you to approach individuals and engage in discussions. These interactions may veer off course and potentially escalate into conflicts, but it’s important to note that there’s a cultural norm where people might ask you to leave rudely – they might say something like “Go away!” or even “P off.” If you respond appropriately by leaving, they will usually return to their previous activities.
In everyday experiences, I’ve learned that people can be unkind at times. When this happens, I usually choose to disengage and distance myself. Interestingly, on some occasions, when I stand up for myself and call them out, they tend to retreat because I’ve effectively exposed their behavior for what it is.
The process involves adding elements that increase the game’s complexity, which means it becomes harder to develop and test. This is because testers need to play the game not only passively but also aggressively, moving from passive play to aggressive (using guns) depending on the game’s settings, just to ensure all aspects are working properly. For instance, you might choose to start the game in a peaceful mode, but later, when you have a good weapon, you decide to engage in more violent actions.
In games like Atomfall, where creativity and player autonomy are emphasized, the decision, as commonly put, lies squarely in your hands.
In addition, we delve into the game’s main system for leading characters and its strategy for setting difficulty levels, among other topics, during our comprehensive conversation. You can catch the entire discussion in the video provided below.
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2025-02-25 14:04