A Metroidvania RPG shows Lab Zero branching out from its fighting game roots
We expect certain things from Lab Zero Games. The studio behind Skullgirls knows how to unpack a virtual punch. It’s also very good at designing memorable characters (we still can’t unsee demon nun Double unpeeling herself into a pulsating mass). It’s fiercely detail-oriented, each fighter in Skullgirls’ small roster a technical labour of love. Sprawling Metroidvania RPG Indivisible, then, is something we weren’t expecting from this studio: when you’re used to focusing on individual frames on single screens, creating an entire world must be quite a culture shock.
“I’m starting to realise why RPGs have so many bugs,” says Mike Zaimont, lead design director and programmer. “In a fighting game, you spend months looking at the same character: you implement a thing, you try all the edge cases you can think of, you find bugs. You’re staring at the same part of the game for a long time, so you find a lot more of the problems. But in an RPG, or something with a giant world, you test every edge case you can think of in 15 minutes, and then have to move on. It’s a lot of work – I slept some time last year – but it’s something we want to be doing.”
Esta historia es de la edición February 2018 de Edge.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor ? Conectar
Esta historia es de la edición February 2018 de Edge.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor? Conectar
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart