Why Sackboy will run at a closed 60 FPS
Although Sumo Digital has confirmed that Sackboy will run at 60 fps, Waterhouse talked a bit about how, from the beginning of the project, it was a key aspect of the locked Framaret game.
He said, “We said from day one that the full 60 frames per second should be smooth because we focused on the game and it was the best platform we could make. For us, it meant terrible character control, And that meant a really responsive character, ”said Waterhouse, explaining that it meant a solid framer on both the PS4 and PS5 versions of the game.He said, “So we told Get-Go, it’s going to be a solid 60 on all platforms. We use dynamic resolution scaling to ensure that we can keep it at level 60, but this was our priority throughout development. And I hope that players will feel the benefit when they play the game. “
Approach, but with some real challenges
Platformers often find it difficult to learn the players’ ropes from the beginning to ensure that they can be permeable from the start to learn the ropes.
“We wanted to create an experience with a broad appeal that everyone could enjoy, is a fantastically enduring character, the world is rich and inviting, and we just wanted many and many people to They get a chance to experience and enjoy it, ”explained Waterhouse.
But, of course, platforming fans yearn for a good challenge, and the Sumo Digital team took an interesting approach – namely, the difference between mastering the campaign and mastering all of Sackboy’s content.
PS5 UI screenshot
“So the way we reached it, we said we’re going to broaden Sackboy’s moves. We’re going to introduce loads of new tricks … but we said, we’re just going to finish the main adventure Will use a subset of those tricks. This does not mean that the main adventure is not a challenge. It is familiar and welcome. When you start, the challenge increases as you become more accustomed to the character and the world.
“But what you don’t have to do is learn every trick and you don’t have to learn how to tie them all together. You can complete this game with a subset of those tricks. However, if you want to set all the high scores, find all the secrets, master all the levels, beat this game post-game and platinum, you need to learn how to master this character. ”
In particular, Waterhouse pointed to a subset of levels called the Knitted Knight Trial, which Waterhouse described as “quick-fire, fast-paced arcade-y, bits of gameplay where you find this dangerous obstacle course.” , A life, and you have to get to the finish line as soon as possible. “
PS4 players should not be disappointed
Sackboy is going to be a launch PS5 game and PS4 is going to be a hit too. It aims to leverage the advanced capabilities of the new system, including dual-system controllers, the system’s SSD, and more. But Waterhouse clarified that PS4 players should not expect to be disappointed by the experience.
“When it comes to the PlayStation 4 version of this game, I don’t think anyone needs to be disappointed if they buy that version,” he said. For me and the team, it was really important for us. That platform because we wanted more and more people to get a chance to play this game. That said, the new console is more powerful. It has got new features, and has allowed us to extend both visuals, leverage SSD and do some work with DualSense and Haptics. “Waterhouse and I were speaking in terms of what Dualicon calls Sackboy’s adventure, but he wanted to make it clear that even without his specific abilities, PS4 players could still expect the same platforming levels and challenges , As well as 60 FPS devs for both versions with the same performance targets.
A slapstick approach
Sackboy has always found an engaging comic for him and his world, both in the levels drawn by players in the LittleBigPlanet series and created around them by Media Molecule and Sumo Digital.
And injecting his newfound adventures with a Monty Python-esque style of comedy, some Waterhouse explained that the team wanted to do it not only in the game’s story but also through its gameplay. And it helps, as he describes them, that the devas have a bit of a “prank”, anyway.“LittleBigPlanet” has a rich vein to the slightly irreverent and Python-esque comedy. And we were considering that a lot and we saw him moving through the story of the game, “he said,” We’ve hosted quirky characters… we’ve got 60 costumes in the game. “All are broken down into their constituent parts, you can paint all those parts. We have some amazing looking costumes, but the system has real flexibility. And honestly, some of the things created by the development team are disgusting, ”he joked.
He also mentioned that the team went into as much detail as possible to allow co-op players to interact with each other, make meaningful progress in both ways, and hurt each other.
PS5 Box Pictures
He said, “One thing we did was that there should be a lot of ways for players to interact with each other. So in this game, you can slap each other. You can bounce each other’s head Are, you can pick up each other and shock them. You can catch them, you can [the new move called] A roll run.
“There are perfectly valid ways to use all those tricks in the game in order of progress. But, you can also go after your younger brother and slap him with a platform, ”explained Waterhouse, noting that he would not be surprised if there was some debate in the game during the holidays.
Creating a great co-op experience
And on the co-op’s note, Waterhouse really drove home to the point that, while Sackboy is built to be a great single player game, the team always took the co-op into consideration for the thrill.
In addition to interacting through cooperative-specific emotions along with fun ways to make their co-op partners miserable, co-ops are a host of specific levels that really test their skills by getting players to work together Will need to be brought.Every level of thrill is also possible in the co-op, but Sumo Digital wanted to make sure that no two players feel like different skill levels or control over control detracts from the overall experience.
“We know that players of different abilities want to play together. We have some things in the game that allow you [level the playing field]. We have an option we call Assisted Copter. While playing in multiplayer you can call in the copter, Sackboy will illuminate a glow, and it comes down and picks up the slightly drawn copter.
“And what it does is it follows the main player. Providing what a person can achieve through a segment of the gameplay everyone can achieve. We also have a shared life system in sports as it is meant to encourage collaboration and teamwork and there is little social responsibility. If you want to shut it down and enable eternal life and simply enjoy the platforming challenge, you can do so. ”
Sackboy: Players will find plenty of ways to play in a Big Adventure, with dozens of different levels to unlock, mix and match, and face both solo and single-player and co-op challenges.
For what to expect from Sackboys and others, see the list of currently announced PS5 preorder bonuses, as well as the full PS5 launch lineup.
Jonathan Dornbush is IGN’s senior news editor, PlayStation Lead and podcast forward host! Talk to them on twitter @jmdornbush.