But there's also quite a few other elements that kind of tie in, which is all sort of about this feeling of getting vertical and adding verticality to the game. So riding up on the walls and reaching grinding rails that you weren't previously able to reach, that I think is probably the biggest one to me. "There's a lot more kind of verticalness to the game," Cash told us. In general, there are some themes behind the changes. The game's procedurally generated levels now transition between three different biomes, with more obstacles and background decorations. You can now wall ride, which opens up a new category of tricks. Odyssey expands on what Adventure offered with a bunch of new features, beyond the change in setting. You play as a snowboarder riding sandy hills of the desert ( Alto's Adventure was actually set in a snowy environment), grinding on ancient ruins, and leaping over chasms to rack up trick points and achieve various objectives to unlock more gear and characters to play with. About the gameĪlto's Odyssey is an example of the endless runner genre at its most basic level-but also at its most sublime. Odyssey doesn't have any IAP either, though the Android version of Adventure does.Īrs spoke with three key members Team Alto-creative director Ryan Cash, producer Eli Cymet, and designer/developer Jason Medeiros-about what's new in Odyssey, what iOS game development looks like right now, what implementing Metal support for the first time was like, how Android distribution differs, and more. On a platform loaded with free-to-play games that aren't actually so free-to-play thanks to complex microtransaction schemes, only a few games achieve the kind of success Adventure has without IAP. On iOS, Adventure has no in-app purchases (IAP) other than a physical gear store that is unrelated to gameplay.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |