![]() We also created a slick suit variation to complement the visual differentiation between Selene and the “Other” Scout. ![]() ![]() We didn’t want to go too over-the-top with this solution, so we integrated a subtle ASTRA-Green outline shader whenever your teammate moved beyond a certain distance. One of the first accessibility issues we ran into was simply being able to see the other player in a scene filled with fast-moving enemies and bullets everywhere. Such as a Titanops that became quite attached to its prey and the occasional “Other” Scout that’s been through one too many cycles.īeyond just the technical complications, we also talked and worked through a host of Design and UI/UX considerations to integrate another player into a host’s world as smoothly as possible. Integrating multiplayer logic into Returnal was not the simplest endeavor and is, largely, a significant technical engineering challenge and as we prepared for ship we certainly encountered more than a few “issues” along the way. We ended up removing these sections while playing Multiplayer so we could keep the speed and intensity of the multiplayer sessions high throughout the experience.įinally, Returnal has also been rebalanced specifically for co-op play so Atropos remains the perilous planet brimming with deadly monsters that we all know and love - just now with some room for a friend. Reviving your teammate mid-combat, especially against an Elite or a Boss where every millisecond matters, is all it really takes to maintain difficulty while ensuring both players can stay active in the game at once.Īnother element of the game that we changed for the co-op experience are the House and Ship sections that are experienced from Selene’s first-person perspective. While playtesting one day, we realized that, really, reviving a downed player already had required a very valuable resource: time. Five minutes into a new cycle, both players would be down to bare minimum health and stuck in a vicious cycle of one-hit kills. Reviving a downed player initially required the living player to sacrifice some of their health to revive their teammate. Our most brutal example was our initial approach to handling a “downed” player so long as one player is standing, a downed player can be revived and brought back into the fray. Of course, we wanted to preserve the challenge, drama, and intensity that Returnal is known for so some of our new co-op mechanics went through a lot of iteration to ensure those crucial elements of the game were maintained. Now, Chronosis are at the beginning of each Biome, so players are encouraged to explore and see how the game plays and evolves with a partner and how divvying up resource scarcity is immediately a new dynamic. At first, we had Chronosis in multiple places in each of our biomes, but we ultimately realized it was unintentionally resulting in players just engaging in Co-Op before major boss battles. The host keeps this progress, whereas the joining player increases their Scout Rank, Weapon Traits, and Databank. A hosting player invites another player to join their session to help them overcome their current challenge. It feels very surreal and uncomfortable - which makes it absolutely perfect for Returnal.īeyond that, we really built the multiplayer experience around the idea that players can get help to progress through the game. Players with a PlayStation Plus subscription interact with a Chronosis and, suddenly, another ASTRA Scout enters their cycle, staring down and analyzing Selene as she emerges.
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