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Sackboy: A Big Adventure


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Previews are dropping for this:

 

GameSpot

 

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How did you expand Sackboy's move set to fit the 3D platformer genre?

The sentiment that we had when creating this character was we wanted a character that was really responsive. So we said straight away that we're committing to 60 frames per second. And we wanted the character to feel fluid and expressive. And to make a character expressive, you need lots of options. You need lots of different ways of controlling him. And to make him fluid, you need to be able to chain all of these moves together. And coupled with that, we wanted to make something that was really easy to pick up and play, but had depth and nuance. So if you wanted to master this character, then you were going to have to learn about him, spend time with him and really affect your control of that character.

And so that's where we started. We expanded his move set to give us different options in terms of traversal, in terms of combat, in terms of puzzle-solving. There was some stuff that was originally power-ups, and we said, "This is so much fun, we're just going to make it a core part of his move set." And to give you an example of that, in the game there's a multiplayer move. You can pick up and throw each other. That was originally a power-up that we prototyped, and we said it's too much fun not to be able to pick up and chuck friends everywhere. Let's just put it in as part of his core move set and do away with the power-ups.

 

Polygon

 

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Sackboy: A Big Adventure was designed to be both welcoming to new players, but also serve hardcore platformer fans, Waterhouse said.

“You can finish the main story using a small subset of Sackboy’s new moves … but you don’t have to master the character,” he explained. “That’s not say it isn’t without challenge, but you don’t have to understand all that nuance. If you want to master every level, set the highest scores, find all the secrets, unlock all of the content, and beat that content, you are going to have to learn how to master this character. It was really important for us to to make a game which had had broad appeal [but] for real, hardcore platform game fans, there’s that challenge.”

 

Game Informer

 

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Sackboy is a pretty adorable fellow, but what does he have beyond his good looks? A Big Adventure isn’t going to be exploring his inner demons or diving into his deepest thoughts, but Sumo is stuffing a little bit of story and context into the game.

“We start in Sackboy’s hometown, which is the village of Loom,” Waterhouse says. “This is where all the sacklings of Craftworld live. Sackboy is a bit different from the other sackfolk; he’s always dreamed of adventure, he’s always wanted to see what lies beyond the borders of his village. Perhaps slightly unexpectedly, but also perhaps predictably, he gets his chance because one day: The game’s villain, a nefarious trickster called Vex descends upon Loom and he kidnaps all of the sacklings that live there and enslaves them to build a machine.”

If activated, this machine will turn Craftworld upside-down and inside-out. As you may imagine, that’s not a great scenario. I was a little surprised to hear all of these story beats; for a series that’s put more of a premium on aesthetics and player agency, I wasn’t expecting all of this, well, lore. Waterhouse says the team thought providing that kind of context was important. “We felt that by starting the game and showing where he was from and showing his friends and giving that context, that gave us this platform to really show his growth on this journey to become a knitted knight, which is sort of part of his quest, if you like.”

 

New Screens:

 

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