We saw a little bit of that onstage during Microsoft's E3 keynote this year. what if it wasn't? Wouldn't that be interesting?" Abbott writes. "What kind of gameplay made sense in a city? Certainly not survival - it should be easy to survive in a city. That single question led to more regarding what you'd actually do in We Happy Few. That's why Compulsion turned to procedural generation - akin to No Man's Sky - for its 1964 English city. The team was trying to figure out how to make a bigger game than its first ( Contrast, which made its debut with the PlayStation 4) but wanted to keep its staff size from ballooning. But how did it all begin? With a question, according to an Xbox Wire post by developer Compulsion Games' Sam Abbott. We Happy Few was one of my coworker Jess Conditt's favorite games from E3 this year, and for good reason: its alt-history, drug-and-paranoia fueled take on a dystopia is unlike anything we've ever seen.
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