As a seasoned gamer with decades of gaming under my belt, I must say that the upcoming Steamworld Heist 2 has truly caught my eye. Having played through countless RPGs over the years, it is always a joy to find one that not only delivers on the classic job system but also manages to innovate and improve upon it. The character customization options in this game seem absolutely thrilling, offering a level of depth that I have rarely encountered in other games.
Over the years, the SteamWorld franchise has morphed into various genres, from Metroidvanias to city builders. While each form holds its own merit, the turn-based tactical RPGs in the original SteamWorld Heist remain some of the best content the series has produced. Now, a long-awaited sequel, SteamWorld Heist 2, is here, and based on early reviews, it seems to have not only retained but enhanced the strengths of its predecessor. In this article, we’ve interviewed lead game designer Ulf Hartelius to learn more about the game, its development, and how it expands upon the original Heist. You can find our interview with him below.
NOTE: This interview was conducted prior to the game’s launch.
Initially, we had intended to establish a sequel with a nautical theme even while creating the initial game. However, this sequel is not exactly on the open sea but rather takes place on one of the fragments of a shattered Earth, which could be likened to a large lake.
SteamWorld Heist was an outstanding addition to the SteamWorld franchise, and its dedicated followers have eagerly anticipated a sequel for quite a while. What factors contributed to the extended period between new installments?
As a gaming enthusiast, I’ve been diving deep into creating different worlds! However, the memories of our initial creation have lingered, sparking endless discussions about the thrill we experienced and our yearning to revisit that excitement. It’s been like a slow-cooking potion, simmering with potential for quite some time.
What prompted the change from the space setting of the first game to the naval setting here?
Initially, the idea to continue our adventure on the vast expanse of a shattered sea was conceived even during the creation of the first game. However, it’s not really the open ocean we’re referring to; instead, it’s a large inland body of water on one of the fragments of Earth. We were captivated by the intriguing setting introduced in SteamWorld Heist and SteamWorld Dig 2, and we yearned to delve deeper into these shards rather than merely observing them from a distance.
Additionally, our aim was not only to augment the narrative aspect but also to delve deeper into the exploratory elements between missions. By establishing it within a realistic environment as opposed to the vastness of space, we found a far more captivating landscape to investigate. The tropical Caribbean-esque scenery perfectly matched the ambiance we were aiming for.
In the first Steamworld Heist, a large portion of the game featured levels randomly generated by algorithms. However, it appears that in Steamworld Heist 2, they’re opting for manually created environments and characters instead. So, is there a chance that this new game will no longer have procedurally generated levels at all, or could there still be some aspect of procedural generation involved?
The game incorporates an element of procedural generation, but it’s more about creating variety within handcrafted missions rather than generating entirely new levels. This way, each replay offers a slightly different experience without giving away the exact outcome. Therefore, while the game does have elements of procedural generation, I wouldn’t categorize the levels as fully procedurally generated. Instead, these procedural aspects are carefully designed to blend seamlessly with the pre-made content, much like in SteamWorld Dig 2. This is a characteristic that most players might not notice because an effective procedural system should feel non-procedural.
The system retains a degree of randomization, but it’s now more directed, primarily designed to keep you engaged when playing pre-made missions repeatedly. It does this by slightly altering the elements so each playthrough offers an element of surprise, preventing predictable outcomes.
Originally, SteamWorld Heist was designed for the Nintendo 3DS. Now, considering that the least capable system for the sequel is multiple times more powerful than the 3DS, how might this affect the scale or capabilities of the game?
In simpler terms, the graphics in 4K are quite impressive, but what truly stands out is the overall improvement in visual quality across the board. This includes a dynamic lighting system that breathes life into 2D graphics, stunning particle effects, advanced animations, and many more enhancements. Additionally, gameplay has undergone numerous changes, with more simultaneous actions, particularly during naval exploration and combat on the world map, tougher enemies and abilities, larger bosses, and so forth. Furthermore, having the ability to design an interface specifically for a widescreen display from the outset has been beneficial for development, resulting in a more streamlined and well-thought-out user interface.
Inquiry: I’d like to discuss the job system, which is a feature I really enjoy in RPGs. You’ve implemented this in SteamWorld Heist 2 and made improvements to the gear system to complement it. Could you provide more details on the type of character customization that might result from these changes?
We’re big fans of job systems just like you! We’ve drawn inspiration from other games, including our own (you may recognize the cogs from “SteamWorld Dig 2”), and given it a unique twist tailored for Heist. For newcomers to this concept, we’ve made it straightforward and user-friendly so that even on lower difficulty levels, you can enjoy the game without delving too deep into it during the early stages, allowing you to gradually grasp all its intricate aspects. However, once you start using it, you’ll uncover a wealth of depth that will be crucial if you aim to conquer the higher difficulty levels. Our intention is to create as much compatibility as possible between the abilities from different jobs, and between these abilities and various equipment items. If you ever ponder whether ability X could work with ability Y, the answer should always be affirmative.
1. Here are two examples I’d like to rephrase:
“Typically, players spend around 35 hours, but if you wish to fully explore everything, it may require additional time. For those seeking more challenges, I suggest replaying the game on higher difficulty settings and experimenting with various characters to uncover fresh experiences.”
Roughly how long will an average playthrough of the story mode be?
For most players we’ve seen an average of 35 hours, with more if you want to truly complete everything. And for those looking for even more, I can recommend replaying the game on the higher difficulty levels and using a different set of characters as you’ll likely find yourself enjoying the game in new ways. I’ve lost count of how much we’ve played the game at the studio but the many ways you can play it and customize your characters have kept it feeling fresh for us all this time, so I’m really looking forward to seeing everyone’s playthroughs.
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2024-08-15 16:11