How Three Studios Updated the Old Series – iGamesNews

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How Three Studios Updated the Old Series – iGamesNews

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Here's a sentence I didn't think I'd write in 2020: there's a new launch of Stames of Rage today.

Why is she surprised? Not just because it has always been For 26 years since the last one, but that original visual cacophon was illuminating in a bottle, celebrated properly at the time, and has been revered in the form of aficionados ever since. Any modern studio can hope to resurrect this series? How could they ever get rid of that magic?

As it turned out, one could not. But three. Guard Crush Games (which created a love letter to the genre in 2015 & # 39; s Stage of Fury and hosted editorial activities on Rage 4), LizardCube (responsible for the much-anticipated visual defeat of 2017's Wonder Boy: Dragons' Dragons and Who take care of art direction) and Dotemu (a retro-love, Paris-based studio that cared for game design and general production) joined forces and embarked on a three-year journey to revisit the scenes of Rage for the audiot PS4

Discovering the stories behind the most amazing regeneration of this generation, I've reached out to a lot of people working on the topic.

Kindly posting a few days ago before the launch of their game – and giving us a taste of the collaborative nature of the project – were Dotemu & # 39; s Executive Production Cyrille Imbert and Dance Photographer Jordi Asensio, Lizardcube Art Director Ben Fiquet and Guard Crush Games Technical Director Cyrille Lagarigue, and composer Olivier Deriviere.

Basic asset preservation

Rage 4 roads

Adam Hunter, Axel Stone and Blaze Fielding have appeared on the 1991 masterpiece of the 1991 Mega Drive classic Bare Knuckle. The game would be renamed Stords of Rage to be released in the west.

This series is very popular for many reasons. Its gameplay, music, and design are all exciting. There should be a lot of attention to all the development decisions made. Which feature did you feel the most pressure to use?

Asensio: All the features, actually. The original games are so well made that you can't leave any aspect to be fixed. Personally, I tried to impress people early on while developing a comprehensive program that would make people more interested in learning the game and coming back more and more.

Lagarigue: It’s a powerful force to fight, to feel moist and strategic but to be bored.

Ax: A little of everything. But the feel of the game, the accumulation of various elements such as design, animation, and re-design was something we had to handle. Music has also been an absolute necessity.

Obviously Street of Rage has a very unique look and feel. How did the player – or even the developer – affect the final character and character?

Asensio: In fact, we talked a lot with great fans and they gave us amazing feedback and ideas. Every event we could show a demo on (like PAX) was a gold mine. We have changed, added, and been equally grateful for this feedback. Smiling and praising have also been an important factor in keeping us focused on our work.

Festival: Before starting production, I spent a lot of time researching game design documentation, interviews with developers, in-depth video analysis, fan-generated games, and even fan art. This has helped me get a sense of the complete feelings surrounding the license.

The re-imagined boundaries of the 2020 Rage

Rage routes 4

Important Art for Rage 4 Rings, featuring (with movement from left) Blaze Fielding, Axel Stone, Floyd Iraia, Adam Hunter, Cherry Hunter

Did Street of Rage 4 come out much in its original concept, or did it have a clear idea of ​​what it would be like from the beginning?

Asensio: From the very beginning we wanted it to be a good hit right out of today's fashion trends. Just a good traditional beat. Then when the game came together, we found room for improvement: adding a lot of fun, and modern solutions to old distractions, without losing track of the roots of the game.

Ax: The idea was clear to everyone: we just wanted to make the best game possible. Something that is pure, simple, and effective. Something that will suit the preceding, but modern in its path.

Can you touch on today's modern addition that brought you to the classic SoR Gameplay formula, and explain why you added them?

Asensio: There are some small things (but that make a huge difference), such as slowing down the depth of the player character box when you go up or down, so you really come out when you want to knock. And the big things – for example, in SoR2 when you're surrounded, doing a special act was smart, but cost a small amount of health. So it was better than being beaten, but it always felt a little lost to life with a good decision. So at SoR3 they added a cool bar that allowed you to make your special move for free.

We tried something different. In SoR4, you lose the smallest amount of health that you can ever gain by hitting enemies – but if you're beaten right now, this small amount of life is no longer there. This opens the door to fierce gaming styles, gambling a lot of life to make great combos. Some players will choose to use special items wisely though…

We've also added a powerful & # 39; Star & # 39 ;, walkthrough that replaces the old & # 39; police call. & # 39; The police phone is a "clear" mechanic, and while it's fun, we wanted it to be something that suited our gameplay. So now you have to think a lot to connect your Star motion, as it only affects a certain part of the screen, which depends on your list. It can save you a lot of enemies (sort of like an emergency defense), but it can also increase the combo's length. This helps you recover the specific life you have invested from special measures and focus on your damage to the employer, for example.

Rage routes 4

Many others have natural hazards. You can use a perishable ball in this roof battle to chase enemies (and get a Trophy)

Lagarigue: We wanted to give players more freedom in how to play.

We've changed the rules of the major game mode (Story Mode) to reboot at the beginning of each stage as the end of life. Also, if you stick around you can choose to get gameplay assistants (more lives, star travel …) to get reduced points.

This way, everyone can end the campaign, but you are still tempted to choose a higher difficulty level because you know you will be able to get help if you stick with it. After that you can train and improve your score at each level or try the classic Arcade mode. So the goal was to keep the challenge while making the game more accessible.

Rage routes 4

"You can unlock retro characters by scoring, and gain bonus points when playing at extreme difficulty levels or when trying different characters. So, all of this motivates you to become better and play in different ways." – Cyrille Lagarigue

Creating new characters…

How much do Cherry Hunter and Floyd Iraia go through the design and combat scene before you agree on their final versions?

Asensio: We usually do a casting session where we discuss each character's style and omission. After that we go into details of the move-by-submission to find out where the job is to move and maybe find a pose that will fit. Afterwards it is up to Ben (Fiquet, Lizardcube & # 39; s Art Director) to do his magic. Sometimes it inspires a change because Ben finds something cool with a look that may (or may not) be the same as gameplay, but ultimately gameplay-like animation is more like a gameplay influence – so we always find common ground.

Rage routes 4

For Cherry Hunter it took a long time to balance both sides: bare hands and guitar steps. We pushed the slides to the max so the motion of the bare hands felt really fast and fast, while the guitar moves felt slow but powerful, with a wide range and a huge amount of impact.

Festival: In short, both of these actors were driven by their own work – but I was the words on Cherry's guitar despite the pressure from the group. I was looking for something that would really stand out in the series and look great. In the end, however, I was looking for characters that would fit in perfectly with the Stords of Rage universe.

Rage routes 4

Asensio: Floyd was straightforward, because he was the last character and we knew what we needed for the show to have a good list of characters. The biggest challenge was to work with the concept of being a "multi-dimensional connector." It took several iterations, or even some of the last minutes, to measure him properly, because his telescopic wrestling could be successful against a lot of AI behavior (yes, we ended up changing the AI ​​a bit for him).

… And reconsider the old brokers

On the other hand, was it not easy to design with Blaze, Adam and Axel because he is able to effectively change their look and styles to combat SoR 1-3?

Asensio: From the beginning we decided they should have their best features, but I changed their properties. So, for example, Axel's neutral kick is now not only a hit, but more powerful and puts enemies out of the wall.

Festival: It's not easy for Axel to master the design. I didn't know how to give him a beard and hugging him could be a point of connection for many, but I felt the character was needed to break the cycle. You can read about Blaze and Adam's renaming in our new blog post.

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