In a game so fo­cused on mo­men­tum, is the team con­cerned that play­ers will rush through the game’s en­vi­ron­ments with­out fully ap­pre­ci­at­ing them? “When we built the city, we set out to cre­ate a space that peo­ple will want to ex­plore,” Odel­dahl says. “Yes, it’s a game about flow, al­most about reach­ing a zen-like feel­ing. But we had the city up in re­ally rough shape very early, so I’ve been play­ing in it for years now. And for me, the whole ex­plo­ration as­pect of the game forces you to stop and look some­times, and that’s su­per-re­ward­ing. As soon as you di­verge from the main path, there’s so much to ex­plore and see.”

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