半肾
精华
|
战斗力 鹅
|
回帖 0
注册时间 2017-1-24
|
Were there any specific games you looked to for inspiration, either in the initial ideas phase or during development?
For the design we had many game references. The most important would be Sekiro (From Software, 2019), with their parry and structure system, and God Hand (Clover Studio, 2006) for the management of one versus many with crowd control tools and the avoid system.
Outside of these two examples, we took from hack 'n' slashes (Devil May Cry, Metal Gear Rising, etc…) for the combo system and from 2D beat ’em ups for various mechanics. For the feel of the game and the global direction, most of our references were action movies though.
‘Challenging’, ‘unforgiving’, ‘punishing’ – these are pretty common adjectives that pop up looking back at Sifu coverage from earlier this year. Were you ever worried it might be too difficult to appeal to a wide enough audience?
There’s always doubt regarding the reception of a game. Luckily for us From Software and the various Souls-likes paved the way for a market for hard games. We also bet a lot on our iconography. Even if the game is hard, the fantasy of a fluid and cool-looking martial art fight can strike a chord for a lot of players. |
|