Grabs and firecrackers are part of those ways the game expands upon its core foundation without detracting from it. And I think that was the right way to go, but I’m glad we didn’t do a lot of the other things that we tried for the first nine months because some of them were cool, but they just felt extra to the experience.” “And then did a huge descope and really focused on polishing those bits. “We went, ‘What ones of those actually accentuate the experience? What things actually make it better?’” said Ribbins. Ribbins and the team realized this and came to that conclusion as the project was devolving into a “big bloated project.” And when there’s too much fat, the only way to get rid of it is to start trimming. ![]() Instead of resting on its laurels, Roll7 was trying to experiment by spending months prototyping to see what else could be added in the name of making the most rad OlliOlli. Roll7 was already well aware of what an OlliOlli game was the studio had already built two of them, after all. RELATED: OlliOlli World Release Date Revealed With DLC Roadmap “If this game was shipping with all of the stuff that we tried out in the first nine months, it would just be horribly bloated, but it would have loads of stuff, like quests that pop up on a daily basis or like all of these other things.” “In the first nine months, we tried loads of things,” said Creative Director John Ribbins. While bigger is not always better, especially in an age of aggressively padded open-world games, finding the right kind of bigger was a careful balancing act. ![]() It has character customization, more complex stage design, side missions, a cast of quirky characters, a new art style, 3D visuals, asynchronous multiplayer, a slew of new mechanics, levels that generate procedurally, and, of course, a sleazy, business-minded frog, all of which combine to equal a title that is objectively bigger than its two predecessors. OlliOlli World wants to not only be the ultimate sequel but the ultimate OlliOlli game.
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