The Neon Giant team explains the design decisions they made at The Ascent in this gripping dev diary.
There is less than a week left Ascension, one of the most anticipated ARPGs of this year. Since Giant Neon, a Swedish studio that opens with this title, offers us a new gameplay commented development diary Game. Various members of the development team such as Tor Frick O Berg Arcade, has already worked on titles such as Wolfenstein, Weaponry of war, Bulletstorm, Loss O Far cry 3.
Tor Frick, studio co-founder and creative director, explains his creative influences from movies, comics and other video games to create a cyberpunk world full of charisma. The intention of the study was to create a world that went beyond planet Earth, populating it with alien races of all kinds. And in turn, give it a density that makes it an immersive experience for the player.
On the other hand, Arcade Berg explains in detail how they designed their scenes and the cover system. The Ascent does not have an automatic or manual cover system which we are used to in the vast majority of titles in the genre. Our character’s movement is completely free, and the layout of the covers is strategically located so that the player gets the most benefit in each situation..
Our character will be able to dodge to completely cover himself behind a blanket, and we will even be able to shoot them without having to get up. Although the AI controlled enemies will be tasked with flanking us or attacking us with grenades to force us to be in constant motion. Something Neon Giant has worked hard to deliver a very satisfying and organic combat experience.
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You can take a look at this video to know a lot of details about Ascension. What will come next July 29 a Xbox one, Xbox Series X | S, and PC. Available on Xbox Game Pass at launch.
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