Geralt of Sanctuary

Guildlings is an Apple Arcade RPG inspired by Steven Universe

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I knew Strangers it was special because, although it was a fun game, I didn't fight with ordinary enemies such as orcs, goblins, or Dragons. Actually, I wasn't doing the "fight" at all … not in the usual way we think, anyway. The point of encounter in Strangers it will not attack and defeat your enemy – managing the flexibility of your team members.

Photo: Sirvo Studios / Polygon

The only thing you have to do is survive the fight long enough, and you'll come out the other end. However How out of the air it rises. Maybe the biggest cobweb you found makes everyone at your party feel overwhelmed. This is a problem, because in order to solve the next puzzle, your healer must feel cool and competent enough to do it. Finding the right feelings sometimes requires you to sacrifice the game's point of view to get everyone in the right mindset.

Strangers uses the RPG elements we all are familiar with, and redefines them to give them new life. Your "attacks" are not explicit violence – the special movements made by the youth in this game, for example, are evidence of a direct attack on your target. And your target may be, like a garbage bag standing in your way.

"We really didn't like the idea of ​​doing a great job (of these kids on the way) (or) finding things that would kill you to get stronger," said Jamie Antonisse, creative director of Strangers, told Polygon in an interview. In our discussion, he beautifully illustrated the structure of the situation Undertale did, in the sense that the developer, Sirvo Studios, wanted to make the challenges "out of the clear struggle."

Released in late 2019 for Apple Arcade, Strangers puts you in a world full of history. Coda, the reigning pre-teen protagonist, lives in a city that lives in ancient ruins where heroes once roamed. No one gives a shit about that, either – it was a long time ago, for one, but you also get the sense that society is dressed up and tired of the dangers that come with adventure and magic. Most people around you just want to live a normal, quiet life. You, however, are a curious child. When you stumble upon an old fence that lets you build a party for heroes, you jump at the opportunity. “Grandchildren,” we are told, we must fill the important times. Antonisse says Sirvo Studios thought of them as "witches and wifi."

Photo: Sirvo Studios / Polygon

But what does a basic need look like with a bunch of kids? It's not about saving the world, that kind of purpose is so great. Instead, on your way out of the house you leave despite having things like helping your older sister get to her day. The stats are amazing as they make sense of what the characters are capable of. That excitement of travel-luck, and the hopeful vibe, and subtle construction of the earth reminds us Steven Universe, what Antonisse said was an influence. Webcomic Home it forms part of Strangers& # 39; Top threat, which may explain why the game feels the same intensity Undertale – Toby Fox contributed to both.

I found myself very stuck StrangersAwesome characters, and it all comes down to text and presentation. The dialogue seems to be a group discussion, a detail that allows the game to better capture the character's personality and inner world. The letters will drain the keyboard, make funny spelling mistakes, will add text when they are happy. Sometimes, the characters will even take selfies of funny or important moments – and the focus, coverage, or angles will be hilarious.

These conversations can be and touch everyone's feelings. If you read something scary, other team members may enter the next joint and feel uncomfortable. At some point, the game will give you a selection of options, depending on your response, which will not only change people's opinions, they will increase your relationship with any given character. If you react to things happily, for example, Coda's best friend may not feel happy, allowing him to eventually gain more power in battle … but your sister Over it, you might be angry about what was said.

"The reason we ended up using moods was because it allowed us to integrate our systems in ways we hadn't seen often in games," Antonisse said. That connection feels bigger now, but getting to that point hasn't been easy. The technology game started developing back in 2013 as a prototype paper that worked differently than we get today. Jamie Antonisse and Asher Vollmer (of Trees fame) they defended the project, but I ended up going back to it many times.

Game makers knew they wanted to be technologically savvy, and play with ideas like hashtags – but those early ideas didn't mix together. It was because the group re-imagined what made teenagers' sense that they settled into the concept of emoji. That's actually the atmosphere, emoji, but as a game mechanic. It's light.

Strangers He ends up in a big drop zone, but Antonisse tells Polygon that the game will be a bit more refreshing with the story, free for all players, sometime in the summer in 2020 – so he has a few more months to get the chance.

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