Summary
- I was shocked is a game about killing behemoths: very large, invasive animals that use remote islands.
- Players can craft gear from failing monsters; a full set of weapons and weapons can be built in parts of Malkarion.
- Malkarion is a completely new experience for players and is one thing they can play today.
I was shocked is a game about killing behemoths: the largest, predatory and wandering animals on the floating islands of the Scattered Islands. But what happened to the production of these creatures?
Malkarion, the last "boss" in the new Escalation program, is the latest addition to I was shocked. When the beast was built, the team started with some broad ideas before refining it.
"At some point, we're going to need a behemoth based on something, and I'm going to start imagining a wider arc, narrowing things down," said Phoenix Labs Concept Artist Jasper Sandner. “After that, the team will start developing gameplay-inspired ideas. There is a lot of discussion and everyone is participating in the process. ”
This was different for Malkarion.
"We wanted a behemoth of a kind of shock, so that slowed my artistic side, and I started drawing within certain flying archetypes. We also knew we wanted to bring out the beauty. of energy in construction. ”
“We wanted this to be our first dragon & # 39; I was shocked, "Continued Sandner." There is a sense of pride that quickly turns into a lot of anger. We wanted players to feel that. ”
Designing a behemoth was only part of the war. In I was shocked, gear players from failing monsters. A full set of weapons and weapons could be built in parts of the Malkarion, and Sandner was behind the gear design.
"I started with the same language as the language I used in the behemoth, looking for ways to use angular, aggressive forms, and combining them in a way that looks good and flows smoothly."
Scale-like interlock pieces on the arm, and three-dimensional colors are drawn directly into the behemoth pair. Each piece rides toward Malkarion with those feelings of pride, beauty, and violence.
It has a cool hood.
While the appearance of the creature's appearance continues
"We wondered what that journey of learning Malkarion would do for the player," said Phoenix Labs Designure Designer Reid Buckmaster. “How would this war feel in a 100th war? We are always trying to add something new or improve something, so that our collective chest grows with each behemoth. ”
The design team also explored what role design ideas could be offered to players. They wanted to create new ways for players to feel empowered. "We always try to make bigger and worse behemoths than they came before, but we also wonder what their personality is and what makes this so especially scary?"
Speaking of new mechanics, Malkarion has plenty.
"Malkarion does a lot of things that other behemoths can't. That is, casualties can mount Malkarion and ride it to the battlefield during a serious injury," Buckmaster said. that adding the ability to grow behemoths will be very exciting. ”
Malkarion can also take players with their jaws before throwing it to the ground.
"There were no other bugs that had never touched a tree in their jaws or jaws, but now we can let them do it."
These new mechanics help to separate Malkarion from other behemoths inside I was shocked while also developing a team-building tool. Covered by a special selection of art group, Malkarion is a completely new experience for players. And only one can play today.
This week's Stormchasers update includes Escalation, Malkarion, and more. Go in and take the awesome Malkarion. But first, you have to be brave Maelstrom.
Good luck, Slayers, and keep your eyes on the sky…