![]() GamesBeat: Did you have a story in mind early on, an expected third part of the trilogy? But I think we’ve done our best to create this amazing, rich world with awesome gameplay mechanics. We’ve had to look at our tools and tech and understand what we can and can’t do. That was the key moment in terms of, “Right, that allows us to do way more than we were able to do before.” It’s not to say that’s been plain sailing. Perkins: There are always stages of the project where you think, “Are we being too ambitious? Are we trying to do too many things?” The decision was made very early that we would be using the new hardware, though. GamesBeat: Did you have to reset much to get that right? We wanted you to feel like you weren’t missing out on anything. ![]() Just trying to create a beautiful game world for you as the player to enjoy. We were able to add more tech - in terms of lighting systems, for example. We were able to bring the Batmobile to life. We were able to build out Gotham and do that in the immense, rich detail we had in our previous games. GamesBeat: What changed with all the PlayStation 4 and Xbox One hardware? Giving players access to things they hadn’t before, the Batmobile being the big innovation we talked about last year, and then using the entirety of Gotham City to support that gameplay. It was about the experience they’d had in Asylum and City, merging those together and adding more to it. We wanted to give players that feeling that they were Batman at the peak of his powers, ruling the streets of Gotham, and coming head to head with this ultimate threat in the form of Scarecrow and the Arkham Knight. Perkins: It was kind of to evolve that experience, to create – in Sefton’s words – the ultimate Batman simulator. GamesBeat: What was the goal coming out of Arkham City? It’s a long journey, but definitely worthwhile. It was after the end of Arkham City that we were pretty much into production on Arkham Knight. ![]() GamesBeat: How does it feel to get to almost shipping?
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