Tuesday, April 13, 2021

Official PlayStation Podcast Episode 394: Crash Landing

Email us at [email protected]! Subscribe via Apple Podcasts, Spotify, Google or RSS, or download here Hey y’all! This week we sit down with composer Bobby Krlic, who shares the creative process behind crafting Returnal’s soundtrack. Stuff We Talked About Mass Effect Legendary EditionOddworld: SoulstormReturnal (interview begins at 21:20)Outer Wilds The WitnessDisco Elysium – The Final CutGames that made us see things differently in the real world The Cast Sid Shuman – Senior Director of Content Communications, SIE Tim Turi –  Senior Content Communications Specialist, SIE Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

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    Crimsonland dev discusses longevity the twin-stick shooter’s cult hit

    Crimsonland was the 1st game 10tons made. It had been the 1st game I made. If someone could have said in those days that I’d be discussing it almost 18 years later… uncertain if I’d have believed that. That’s crazy.

    Nevertheless, over the full years, Crimsonland has gathered some type of a cult following. Some players can’t appear to get of it enough. The largest fans have played it over hundreds of hours. While I could only speculate why all of this has happened, I really do have several guesses the way the game earned its hardcore following.

    Maze of monsters

    Once the game originally arrived in 2003, most 2D games used software rendering still. Using 3D accelerators enabled us to possess a large number of moving monsters on screen simultaneously. This had some novelty value in the past especially, and there’s no denying that it can be extremely satisfying to mow down those monster hordes. This defined the idea of level structure in a fresh way also. Suddenly the monsters themselves provided an evolving maze to navigate through ever. You had a need to plan and plow the right path through the enemies to access that next sweet powerup. Everything is in flux all of the right time, so you have to be taking chances constantly, planning new routes, and racking your brains on soft spots in the horde. I believe this type of plasticity longer keeps the gameplay fresh.

    Level up, die, repeat

    The survival mode of Crimsonland may have been among the first action roguelike style experiences on the market. Inspired by bigger RPGs just like the Fallout series, one goal was to match that RPG progress into shorter action game format. Kill monsters, gather experience points, level up, and make an effort to survive as as you possibly can long. Every time you up level, you can pick among the random Perks. As you become familiar with what each Perk does, and what combinations of Perks and weapons may be useful, you’ll begin to form new strategies. You perished this right time, but in another run you’ll get lucky maybe? This helps it be very tempting to play that certain more new game.

    But I could only speculate why the overall game got popular. The simple truth is that the fans and them spreading the expressed word is what has made Crimsonland popular. People are discussing the overall game still. And there’s one question we hear on a regular basis still. When is Crimsonland 2 developing?

    Crimsonland’s future

    On the full years, we’ve had several prototype for Crimsonland 2 actually. The initial one was centered on networked online multiplayer, nonetheless it quickly became apparent that having networked multiplayer wasn’t very appropriate for a large number of monsters in the past (2005). We quit on that and centered on other projects eventually.

    Another Crimsonland 2 prototype centered on a more impressive open world type of experience. That certain became a little big a project for the studio at that time too, so we shelved that prototype and centered on another thing too. Some of these open-world ideas did result in our open-world RPG Dysmantle that is planned for release on PS4 and PS5 later this season. It’s an open-world action RPG, however the gameplay doesn’t resemble Crimsonland.

    Due to Crimsonland’s strange capability to defy time, we’ve kept it current technically, and added some new features through the years even. We did a more impressive modernization update a couple of years ago also. As hardware has gotten better, we’ve kept increasing the quantity of monsters rushing in. The most recent version on PS5 may be the definitive Crimsonland experience right now probably. There’s been as much monsters in Crimsonland as now never.

    You’d believe as of this true point I’ve gotten my share of Crimsonland. Nevertheless, you, I play the overall game occasionally still. It’s among my most played games in my own PlayStation games library. Day after a long, I switch on my PS5 and launch Crimsonland. And mow down several thousand monsters. And imagine Crimsonland 2.

    By PlayStation Official blog (blog.playstation.com)

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