Having said that we are exploring all the latest technologies that allow us to deliver the best possible gameplay experience. Tor: We are in the optimization stage at the moment so we have not a definite answer on that. Since The Ascent runs on Unreal Engine, are you going to support NVIDIA DLSS on PC and ray tracing on PC and Xbox Series S|X? Resolutions and settings are in flux as we are optimising and tweaking, so not final yet, but we are targeting 60 fps at 1440p for the Xbox Series S, 4K at 30fps for Xbox One X, and 900p for the Xbox One. The different platforms have different strengths, and we try to adjust as much as we can to get the most out of them, but all versions look and feel similar and scale quite well. Tor: We are trying to cater to each platform as best as we can, in regard to tweaking settings for maximising the visual fidelity. However, how are you optimizing The Ascent for the Xbox One and Xbox Series S? Can you share the target resolution, frame rate, and settings for these versions? I know that you've already confirmed 4K and 60 frames per second on Xbox Series X. But there’s also a chance of fallen foes dropping items - so make sure to not try and just circumvent a fight. Weapons, armors and other types of loot are spread out throughout the world, with more dangerous areas generally offering higher quality stuff. By placing your points accordingly, you can fire off more spray missiles in a single use, etc. Each ability has a scaling factor tied to one attribute. You don’t find a pistol that’s the same but better than another.ĭepending on where you allocate your skill points you get from levelling up (or by finding in the world) you also increase your Attributes which is what powers the augmentation abilities. They can be upgraded with resources you find through the game and the more dangerous areas you get access to and manage to survive in, the rarer upgrade components you can find to upgrade them even further. There are also more exotic or excessive varieties. The weapons are spread wide in their usage with some high precision, other spray and pray or a blast to the face kind of deal. We don’t rely on randomness and hope it’ll pan out well. Every weapon, armor, ability, tactical equipment, and the like are handcrafted with authored names, descriptions, stats, and functionality. On top of that you have many more Side Missions, treasures to find and a myriad of Codex entries to unlock and read about the world and what’s in it.Ĭan you share your approach to character progression and loot?Īrcade: Sure! We’re putting effort into providing a diverse enough selection of gear to cater to different types of players. From what we’ve seen, playing through the Main Missions will land you somewhere around 15-20h. How long do you expect The Ascent to last on average? Is there a lot of side content?Īrcade: It depends a lot on your playstyle and how much of the world you want to immerse yourself in. We’re more interested in giving you the best experience, than a seemingly infinite one. Having said that, we do have additional systems on top for unique encounters happening in the world to make sure that when you travel through already explored areas you always have a chance of finding something new. We’ve used procedural tools outside of the game to help us create and curate the vast amount of content you can find in the game, but you play in a set world where a lot of loot and secrets are determined. Will this be the case for The Ascent as well?Īrcade: We’re focusing on making sure that the experience you get playing through the game is the best it can be. Many action RPGs these days tend to focus on replayability, adding procedurally generated elements to keep things fresh over an extended period of time. It’s a blend of action shooter mixed with RPG, narrative driven campaign with cutscenes and exploration, and very satisfying combat with covers and things going BOOM. But The Ascent is its own thing and one of the reasons we’re making it - is because we saw an opportunity to create and offer something you haven’t quite seen before. Be that games, movies, comics, and the like. Would you say that The Ascent has been inspired by Diablo and other titles in that genre?Īrcade: We’ve taken inspiration from many many products out there. we got in touch with Neon Giant's co-founders Arcade Berg (Game Director) and Tor Frick (Art Director) to offer you some exclusive info on one of the most exciting indie games in development. Developed by the Swedish indie studio known as Neon Giant (founded by former Bulletstorm and Wolfenstein developers ), The Ascent impressed many right away with its blend of triple-A graphics production values and high-octane top-down shooting, a mix that we don't exactly see every day. Few indie games can pull off an explosive debut as The Ascent did at the Xbox Series X showcase event in May 2020.
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