The Pathless was previewed along with Apple Arcade. It has a huge world, detailed cutscenes and intricate, epic boss encounters. One of the biggest challenges was simply managing the scale of the game and how that rippled through all parts of our production pipeline. What was the biggest challenge you had to overcome during development? We worked for almost four years on The Pathless, with a team that grew up to 33 people at its peak. How long did development take, and how many people worked on the game? It was critical that no matter a player's experience level, they instantly feel as masterful with archery as our main character, the Hunter. That aspect lets you move fast while shooting, which gives the game a unique sense of exhilarating moment to moment rhythm that is uncommon in open-world games. The game also centres on a unique archery mechanic that is driven by timing, rather than aiming. Getting up higher allows you to see more places to go, and so exploration and navigation happen at the same time, without ever leaving the space. It differentiates itself from basically all other open-world games by excluding a map - instead, asking players to understand the environment and navigate using landmarks and sonar-like ability called Spirit Vision. When you get into The Pathless you will find it actually has a very different design when it comes to its open world. The Pathless had been in development for years before Breath of the Wild came out, so our design was already set, however we are big fans and are honoured by the comparison. The game appears to take inspiration for The Legend of Zelda: Breath of the Wild, is that fair to say? The narrative concept of The Pathless was also known early, and originated from a quote from the philosopher Jiddu Krishnamurti: "The truth is a pathless land." I envisioned a shadowy forest setting for the game from the start. I grew up visiting the Pacific Northwest and hiking in the misty woods there. Matt Nava: The concept arose from a desire to create a game that extended the ideas we had explored in Abzû, bringing our unique atmospheric gameplay to an open-world format. : Where did the initial idea for The Pathless come from? Now finally launched, we took the opportunity to speak with Giant Squid founder and creative director Matt Nava about the four-year journey, including the studio's surprise at being featured as the arguable headliner for Apple Arcade. It immediately grabbed people's attention due to its art style, fast gameplay and comparisons to The Legend of Zelda: Breath of the Wild. One particular title, however, that was given a strong spotlight throughout the platform holder's promotional phase for the service, was The Pathless.ĭeveloped by Giant Squid and published by Annapurna Interactive, the action-adventure follows The Hunter who utilises a bow and arrow to try and bring back light to an island infested by an evil curse. More than 18 months on from that very announcement - and more than one year on from launch - Apple Arcade today features over 140 titles while continuing to grow with new experiences designed for the mobile platform on a semi-regular basis. During Apple's Special event in March 2019, the world was given its first look at a new subscription service that would offer a collection of exclusive, premium games available to download at any time through the App Store.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |