EDGE

The asphalt world

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Gaynor considers the various buildings you’ll poke your nose around as the game’s main levels, with the journeys in between as evocative interstiti­als. “They aren’t so fleeting that they’re not an important part of the game,” he says, but they offer a useful breather from “exploratio­n and finding all these things that you’re having these deep back and forth discussion­s about.” They’re useful as a pacing device, he adds, providing a natural ebb and flow to the story. “We asked ourselves: what are the parts of the road-trip experience that crystallis­e the memory of what it means? It’s not Desert Bus, it’s not a literal representa­tion of it – it’s finding that balance, while making it feel like we do justice to the driving part of a road trip.”

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