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Game Informer has gotten a chance to sit down with Armature and talk to them about their upcoming Batman game, why they decided to leave Retro / Nintendo, and a whole lot more. You can find the full interview right here. Below are a few choice bits. How have you integrated Metroid-style gameplay?
It’s a very good blend of the two – of Metroid and Arkham. The one change that we did end up making it that there’s no XP in the game, so everything is item-based. The reason we did it that way is to give the player more of a sense of collection in this game. That was a design decision. If you unlock an ability based on experience, you might not have necessarily traveled to that place and gotten something. It’s the general overall experience that you have in the game, it’s that experience of getting that XP to buy that item, but what we wanted to do is put everything into an item-based system that you place into the environment, that gives you the motivation to explore the areas of the building. So that it gives you that flavor of: “Oh, I want that ability I can get up there,” rather than “I need to beat up some more guys to get the XP to unlock this thing.” I think it fits well for our style of game.
Stepping away from the game for a minute, why did you leave Retro? Do you want to talk about that story a little bit?
I was there for eight years. When you work for Nintendo, Nintendo’s an awesome company. They’re great to work for. It’s hard, challenging work, but it’s rewarding at the same time. But given that regard, there’s a limited amount of things you can do in Nintendo. You can’t work on other platforms. You kind of work on games that they would like you to work on, so after doing three of the same games in a row, we were kind of like, we’d really like the flexibility to do other things.
And that’s really what it came down to was we didn’t have anything against Nintendo or Retro or anything – they’re all great people, we still talk to them all the time, and we still have a great relationship – but having an independent studio, one day you’re working on Batman, the other day you’re working on something else, and that’s kind of what we wanted to do. We would have never been able to work on Vita, or 3DS – it wasn’t something that Retro was gunning for. And Armature as a studio, we’re hopefully able to make some announcements later this year on what we’re working on next, and those are, again, forward thinking on consoles, and things we weren’t able to do before.
Starting Armature when we did was a very difficult time in the game industry. And the game industry continues to be difficult. Right now as a studio we’re in a really good position and there are a lot of opportunities that we’re going to be able to pursue that we wanted to five years ago. Source: Game Informer URL to share this content (right click and copy link) |
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Posted: 04/21/13, 21:10:13 |
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on: 04/21/13, 21:10:39 |
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