Schlagwort: metroidvania

  • New Inclusive, Accessible, Easy-Going Games Revealed for Xbox During the Whitethorn Winter Showcase

    New Inclusive, Accessible, Easy-Going Games Revealed for Xbox During the Whitethorn Winter Showcase

    Reading Time: 5 minutes

    Hi, Xbox Wire readers! Today, we held our annual Whitethorn Winter Showcase, where we shared some fantastic new trailers and new details about our upcoming games coming to Xbox this year! Also, the team from the ID@Xbox Developer Acceleration Program joined us to share some information about how the program helps empower underrepresented creators to bring their games to Xbox, and revealed a new title to join our line-up of inclusive, accessible, easy-going games.

    In case you missed the premiere, you can catch the replay by visiting the Whitethorn Games YouTube channel.

    Now, let’s take a look at some of the announcements:

    Slime Heroes

    ID@Xbox Helps Whitethorn Games Reveal Pancake Games Partnership

    ID@Xbox Developer Acceleration Program Lead, James Lewis, sat down with CEO and Founder of Pancake Games, Tomas Gomez, to talk about how the program has worked with the studio to bring their upcoming 3D action-adventure game Slime Heroes to Xbox and announce Whitethorn Games partnership to help bring the title to launch. But wait — there’s more! Whitethorn revealed a new trailer, showing off a terrifying (and yet somehow adorable) new boss and new area players will get to explore at launch!

    Slime Heroes takes you on a journey through a whimsical world entrusted to an unlikely hero — a slime — who must save it from a mysterious corruption. You’ll journey through the expansive 3D world — alone or with a friend — encountering ferocious enemies, challenging but approachable puzzles, and uncovering forgotten treasures. Help your slime become the hero they were meant to be by consuming magical gems and dynamically combining them to create unique and powerful magical skills to help you take down even the most corrupted minions and bosses. Discover a touching story of overcoming expectations, friendship, and forgiveness as you progress because even slimes can be heroes!

    Botany Manor

    Botany Manor Gets a Release Date

    The wait is almost over for Balloon Studios’ stunning first-person plant-puzzle game. Botany Manor is coming to Xbox — available day one with Xbox Game Pass — April 9, 2024! During the showcase, the studio released a new trailer revealing some new forgotten flora for players to bring to bloom.

    In Botany Manor, you’ll travel back in time to the 19th century and take on the role of retired botanist Arabella Greene, researching long-forgotten plants that require some very unusual conditions to make them blossom. You’ll get to explore a majestic English manor house and its beautifully cultivated gardens to uncover Arabella’s decades of research and solve puzzles to figure out the exact conditions each plant requires. As you explore the tranquil homestead, you’ll also learn more about Arabella’s life and struggles as a woman in the botanical sciences during that era.  

    Mythwrecked

    Mythwrecked: Ambrosia Island is Coming to Xbox at Launch

    Your Island getaway is close at hand — Mythwrecked: Ambrosia Island is coming to Xbox this summer! In a new video, Polygon Treehouse’s Alex Kanaris-Sotiriou shared an in-depth look at more of the gameplay, including a comprehensive look at the central friendship mechanic, treasure hunting, and much more!

    Summer can’t come soon enough because we’re so eager for you to walk the beautiful sandy beaches of Mythwrecked: Ambrosia Island. Playing as backpacker Alex, who finds herself shipwrecked on a stunning Mediterranean Island, you explore a gorgeous vacation-worthy setting and meet the many residents of the Island — who just so happen to be the gods of Greek myths and legends! Something is amiss, however, as you discover the gods have forgotten who they are. It’s up to you to befriend them, search for clues and treasures to gain their trust, and help them recover their memories so they can help you in your search to find your way back home!

    Magical Delicacy

    New Magical Delicacy Gameplay Revealed

    We’re gearing up to cook up a storm this year with the cozy Metroidvania-lite cooking game Magical Delicacy — coming to Xbox, available day one with Xbox Game Pass this year! To get you ready to venture off on your own culinary adventure, solo developer sKaule dropped by the showcase with a special message and a new gameplay trailer showing off more of the town, its community of adventurers, ingredients, and of course, delicious recipes!

    Journey as the young witch Flora to the charming harbor town of Grat, and whip up and deliver some tasty treats for the town’s eclectic residents. As you traverse the 2D platformer inspired by Metroidvanias, you’ll visit shops, meet the interesting townsfolk, and take on quests to collect recipes and gather exotic ingredients. A good chef is resourceful, so you’ll be able to take your customizable recipes to the next level by foraging throughout the town and growing yummy veggies in your garden. With secrets, mysteries, and drama to unravel in the bewitching linear story, Flora’s adventures in Grat are sure to whet your appetite and leave you saying, “Bon Appetit!”

    Accessibility in Games Matters

    Making sure that gaming is an inclusive experience is an important part of the games we publish, so as part of our showcase, our Chief Accessibility Officer, Britt Dye, outlined some of the accessibility features that will be available in our upcoming games. From high contrast and color-blind visual accommodations to dyslexia-friendly fonts, multiple control configurations for two- or one-handed play, adjustable camera settings, non-narrative descriptive text and more, we are dedicated to making sure that as many players as possible can enjoy their gaming experience. In addition to the showcase, you can also find more detailed information about the accessibility features for each of our games on our website.

    We hope you enjoy the showcase and announcements. We’re looking forward to sharing even more news about each of our 2024 titles coming to Xbox, so stay tuned!

    Website: LINK

  • How Prince of Persia: The Lost Crown Builds on Rayman’s Platforming Legacy 

    How Prince of Persia: The Lost Crown Builds on Rayman’s Platforming Legacy 

    Reading Time: 9 minutes

    Prince of Persia: The Lost Crown launches tomorrow, January 18, for Xbox One, Xbox Series X|S, and PC, and is available now with a Ubisoft+ subscription or for purchasers of the Digital Deluxe Edition. Prince of Persia: The Lost Crown is an adventure inspired by Persian mythology and the Metroidvania genre, in which players step into the boots of Sargon – the youngest member of Persia’s most elite warriors, the Immortals – and brave the dangers of the mysterious Mount Qaf on a journey to save the kidnapped Prince Ghassan. Wielding acrobatic parkour abilities, mystical time powers, and fluid, combo-driven sword skills, Sargon discovers a world shattered by a time curse, where he’ll battle sand zombies, screen-filling monsters, and even alternate versions of himself. 

    Prince of Persia: The Lost Crown was developed by Ubisoft Montpellier, the studio behind Rayman Origins and Rayman Legends – and some of those games’ DNA persists in Sargon’s adventure, particularly when it comes to platforming. Like Rayman and crew, Sargon has a certain rhythm and bounce to his movements that helps make exploration a blast, and a lot of his time is spent navigating deviously designed platforming sequences that dare players to thread their way through gauntlets of spikes and traps with increasingly less room for error. To find out more about this connection, and how Ubisoft Montpellier’s experience on the Rayman games helped shape Prince of Persia: The Lost Crown, we spoke with Game Director Mounir Radi. 

    Rayman Origins, Rayman Legends, and Prince of Persia: The Lost Crown are obviously very different games, but is it fair to say the Rayman games were a starting point or reference for The Lost Crown? 

    For the platforming aspect, yes; not for the combat. Those two things are quite different, but for the platforming aspect, the flow, we are talking about how to convey the weight of your character and the musicality. When we are talking about level design and the way you progress through levels, I like to compare Rayman and Prince of Persia to musical partitions, and this is where we used our expertise the most in mastering the flow of progression. 

    Some developers tend to build a game before a toy, and we took a lot of time to make a toy first. Before having Sargon and his animation, we worked with just a capsule. Sargon was, for one year, a capsule – and yes, it was super weird! But if you establish a good weight, a good flow, and a good feel with the capsule first – and then bring the animation, the VFX, and the background, you can upgrade this feel in phases. If it’s the other way, you might miss something.  

    We took a lot of time after that to try to figure out how to convey Sargon’s weight, and to think about his physicality. The weight, for me, is the whole thing, and we took a lot of time figuring out the lengths of specific animations to convey it – sometimes it was just about one frame. One frame, I swear it! We were like, “One frame! No, remove this frame!” We were jumping, bouncing. And it was super-important, because while this approach is super-demanding, it pays off in the end. 

    Speaking of weight – what do you need to do differently to communicate the weight of a cartoon character like Rayman, versus a more anime-inspired hero like Sargon? What needs to be different about how they move? 

    You know, when you deal with a character who has no arms and no legs, you are not exposed to the uncanny valley. Your brain can accept everything; Rayman is using his hair to fly, and that’s OK. But when you are playing with Sargon, you are in semi-reality. You are expecting specific things from his movements. Sometimes you can trick players, but you have to do it step by step, and use specific references that players may know, so they can accept new things.  

    Sargon is an Immortal; he’s part of a specific world-building logic. Even if it’s mythological, people have weight, so when we were working with our animators and VFX team, and even with the 3D models, we took a lot of time to find the right balance. It’s during special abilities, like when you parry, when you are using fancy executions, and when you use your Athra Surge abilities, that you reach the highest point of spectacularity, of superheroic capacity. During this, we bring in these flashy colors, which is our way to indicate that you just unleashed a super ability, and you performed it the right way – because these are not something you can perform without a challenge. To perform an execution, you have to parry; to perform an Athra Surge, you have to build up your gauge. 

    So we used fighting games as a reference, like Super Smash Bros. or Street Fighter, because in those games, there’s purity in the balance between each attack; one attack, one function. That’s why there’s one button in Prince of Persia: The Lost Crown for attacking. 

    Musicality in the Rayman games and Prince of Persia: The Lost Crown is something you’ve spoken about previously, with the idea that platforming has a clear rhythm. How does that affect the shape the level design takes? How do you find a beat that works consistently?  

    It’s about foreshadowing the path for the players. We used the camera to ensure that the path is super-readable, and made sure that the blocking elements of level design present a specific variety. Imagine that you’re on the ground and you have to go upward; in some games, you’d jump three times to rise three levels, so it’s hitting the same button three times – pam, pam, pam! The same button triggers the same sound, the same animation, the same VFX. That can cause fatigue, and we tried to manage this fatigue – to bring short notes, long notes, and to be sure that players have the ability to create a partition.  

    Level design offers different ways to create different partitions, and it involves a lot of iteration, because sometimes you have friction.  Wwhen you see people being exposed to a challenge for the first time, and you know that they are in the zone, and they are able to pass the challenge, that means that you got it right. That means that you took enough time to train them before, so that they could absorb the mechanics – and that now, with their reflexes, they can predict the path. They have the ability to stay in the flow. 

    One clear callback to the Rayman games is the Xerxes Coins, which echo the Skull Coins in Rayman Origins and Legends. They float in midair close to hazards that can often be very challenging to navigate, and players need not only to grab the coins, but to land safely in order to claim them. Have the developers always had that affinity for this kind of very tight “splatforming,” or is it something that developed over time? 

    It was right from the beginning. When you’re talking about exploration, people are free to experiment with different abilities in this world. So sometimes, when you have a specific path and you give players some tools, you cannot control how they beat that path, even if there’s a specific challenge. By offering them Xerxes challenges, we were more in control. We were saying, “you have to beat it like this, to play it like this, in order to play as intended.” That was our way to get players to play specific notes in a place where they’re aware of the composition. They can use the same attacks, they can use the same amulets, they can use the same abilities to progress, but when we use Xerxes challenges, we are telling our players to play with these specific conditions or elements. 

    Prince of Persia: The Lost Crown has a few superficial similarities with Rayman in terms of combat – the feel of the aerial slam attacks, for example – but The Lost Crown’s combat is much more elaborate and responsive, in a way that’s rare even for Metroidvanias. How did that new approach take shape? 

    First and foremost, before even going into the Metroidvania genre, we wanted it to be a Prince of Persia game. In Prince of Persia, when you venture into the world and fight against enemies, colliding with enemies is not a danger. In a lot of Metroidvanias, enemies are obstacles: if you touch them, you’ll take a hit. But that was not what we wanted to achieve here, because for me, Prince of Persia is about experimentation.  

    In the previous games, and even in the Sands of Time trilogy, the choreographic aspect of the combat was animation-driven: You press a button, you execute an animation. Sometimes it’s a flowy animation and an execution, but there’s a balance between execution and spectacle. To make sure that this new choreography is in the hands of the player, we wanted to be sure that the game is super-responsive. So the choreographic aspect is back, but now it’s the player doing their own choreography with the toolsets we give them. 

    This is a new approach, and one intended for fairness – but also because if a player uses a defensive mechanic like a parry, dodge, or even a jump, it could cancel any animation. And that was the beginning, because this is less a vertical approach to game design, and much more of a horizontal approach to game design: Give them toolsets, amulets, and special abilities, and they can compose their own playstyle. I think that’s part of the legacy of Prince of Persia, of respecting players’ cleverness. This is authored gameplay, and players are free to compose, to create, to build their own choreography.  

    Prince of Persia: The Lost Crown launches on January 18 for Xbox One, Xbox Series X|S, and PC – and players with a Ubisoft+ subscription, or who purchase the Digital Deluxe Edition, can start playing Sargon’s adventure right away. Secrets and danger abound throughout Mount Qaf – along with plenty of opportunities to push your combat and platforming skills to the limit – so get ready to explore, battle, and see just how warped a time-cursed mountain citadel can become. 

    Xbox Live

    Prince of Persia The Lost Crown

    UBISOFT

    34

    $49.99

    Pre-order to get an exclusive in-game Warrior Within outfit! Dash into a stylish and thrilling action-adventure platformer set in a mythological Persian world where the boundaries of time and space are yours to manipulate. Play as Sargon and evolve from sword-wielding prodigy to extraordinary legend as you master acrobatic combat and unlock new Time Powers and unique super abilities. UNLEASH YOUR INNER WARRIOR
    Use your Time Powers, combat, and platforming skills to perform deadly combos and defeat time-corrupted enemies and mythological creatures. LOSE YOURSELF IN THE PRODIGIOUS MOUNT QAF
    Discover a cursed Persian-inspired world filled with larger-than-life landmarks and explore a variety of highly detailed biomes, each with their own identity, wonder, and danger. LIVE AN EPIC ADVENTURE
    Immerse yourself in a Persian mythological​ fantasy through an intriguing and original story as you use your wits to solve puzzles, find hidden treasures, and complete quests to learn more about this corrupted place. This game leverages Smart Delivery allowing access to both the Xbox One title and the Xbox Series X|S title.

    Website: LINK

  • Trinity Fusion – Bring Down the Multiverse

    Trinity Fusion – Bring Down the Multiverse

    Reading Time: 5 minutes

    Hello, Hitchhiker.

    I’m Craig Hauser, level and combat designer at Angry Mob Games. We just released Trinity Fusion, an all-new action roguelite where the only way to save the multiverse is to end it. We’ve been working on the game for four years now, and we’re happy to finally get the game out there in the wild, available now on Xbox One and Xbox Series X|S!

    TF screenshoty

    So, What’s the Story?

    Trinity Fusion is a 2.5D action rogue-lite set in a doomed, man-made multiverse. In it, you’ll play as Maya, a woman psychically connected with her three parallel selves.

    Their worlds are literally falling apart around them, and you and your counterselves are the key element in a plan to reconnect them, fusing each of their scattered worlds back together into one stable whole again.

    The story is put together in collaboration with Ada Hoffmann, author of The Outside, The Fallen and The Infinite, which we are big fans of.

    TF screenshot

    The Tricky Art of Hitting Things Good

    Trinity Fusion, more than anything else, is all about great-feeling combat. Mechanics focus on slashes, dodges and satisfying special moves. We’re taking everything we learned from building our previous platform fighting game, Brawlout, and applying it to a purely PvE experience. Every strike and stagger is beautifully animated, every hit giving just the right amount of feedback. This is, and I’m not trying to brag too much, probably some of the best hit feedback you’re going to get in this niche.

    TF screenshot

    Combine that combat feel with three characters that have their own unique weapons and abilities, the usual roguelike-ish interconnected systems of permanent and temporary upgrades and our new Character Fusions(!) and players will find that they have tons of flexibility to play the game the way they want to play it, and get rewarded for doing so.

    Get Amped Up

    The flexibility and power of our mid-run upgrades, called Amplifiers, is what we consider to be Trinity Fusion’s “special sauce”, the thing that takes our already great-feeling combat into an escalating endorphin rush as players get further and further into their runs.

    For each Amplifier you equip, you’re not only getting an immediate upgrade, but you’re making progress toward what we call synergy powerups, massive upgrades like Critical Vampire that heals you for a percentage of the critical damage you deal. These synergies can quickly change how you might want to set up your build going forward.

    By Your Powers Combined…

    Finally, let’s talk about character fusions, where you combine two of your counterselves to get access to both of their toolsets at once. Fusing your characters isn’t just about giving yourself an extra ability or two, it can be essential to crafting a powerful build as you get to the later stages of your run. Keeping that “Critical Vampire” upgrade from earlier in mind, let’s talk about how fusions can play into buildcrafting.

    TF screenshot

    As your run progresses, you’ll find more and more weapons that have bonuses like dealing guaranteed critical damage to enemies afflicted with specific status effects. Fusing your current character with Altara, whose Energy weapons can inflict Weak, Chill, Freeze, Electric or Fire effects, can make late-run, crit-focused builds significantly easier to plan for. Having a tool in your back pocket that automatically doubles the damage of your other weapons and feeds into any crit-powered Amplifiers can be devastating, and can keep individual weapons viable for much longer than they would have been otherwise.

    But I Don’t Want to Make Builds, I Just Wanna Hit Things

    Let’s say you don’t care about any of that build stuff and just want more combat options. You can do that too! The fusion of Kera and Naira is actually my personal favorite way to play, switching between Kera’s melee launchers that carry smaller enemies into the air for air combos and blasting the tankier units that I can’t launch by using Naira’s guns. Combining abilities like Kera’s Dash Uppercut and Naira’s Glitch Dash abilities lets me temporarily become a hypermobile, invulnerable human wrecking ball.

    TF screenshot

    Whether you want to work towards a specific build from the start of your run, want to try and complete the game with a single character, or if you want unmatched versatility in combat, Trinity Fusion is designed to ensure that there’s no “wrong” way to go about saving/ending the multiverse.

    We have a lot more planned for the near future, but for now, we hope that you check the game out, and that those of you that have already taken the plunge are enjoying the 1.0 release of Trinity Fusion. Have fun, and we’ll see you out there in the multiverse!

    Xbox Live

    Trinity Fusion

    Angry Mob Games

    15

    $19.99

    Take control of your parallel selves on a mission to save the dying multiverse. Explore dark, sci-fi worlds and engage in fast-paced, smooth and precise combat. 𝐀 𝐫𝐨𝐠𝐮𝐞-𝐥𝐢𝐭𝐞 𝐣𝐨𝐮𝐫𝐧𝐞𝐲 𝐭𝐡𝐫𝐨𝐮𝐠𝐡 𝐭𝐡𝐞 𝐦𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 The various branches of the multiverse are always changing. Fight through a combination of procedurally-generated levels as well as hand-crafted challenges and arenas that will put your skills to the test. Levels with 3D graphics are seamlessly constructed out of hundreds of hand-made rooms. 𝐇𝐢𝐠𝐡-𝐢𝐧𝐭𝐞𝐧𝐬𝐢𝐭𝐲 𝐜𝐨𝐦𝐛𝐚𝐭 With weapons and attack systems that leverage our previous experience working on fighting games. You’ll slide, dash and dodge between enemy attacks and strike back with an arsenal of satisfying special weapons and abilities. 𝐓𝐡𝐫𝐞𝐞 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬, 𝐭𝐡𝐫𝐞𝐞 𝐮𝐧𝐢𝐯𝐞𝐫𝐬𝐞𝐬 𝐭𝐨 𝐞𝐱𝐩𝐥𝐨𝐫𝐞 Each of your parallel selves has their own world with multiple biomes to explore, as well as their own sets of unique abilities and weapons. Travel through a universe of desolate wastes and caverns roamed by mutant creatures, escape the endless forges and labs of a world ruled by machines, and survive the dangerous sky cities of a post-human society. 𝐂𝐨𝐧𝐬𝐭𝐚𝐧𝐭 𝐏𝐫𝐨𝐠𝐫𝐞𝐬𝐬𝐢𝐨𝐧 Unlock permanent upgrades in the Hub and discover new starting points for your run as you reclaim major locations in each universe. Finding yourself getting stuck in one area? Start your next run in a different one! No matter where you die, or which starting point you pick, you’re making progress somewhere.

    Website: LINK