Well, ‘stealth Metroidvania inspired by Prince Of Persia’ is quite the elevator pitch. But The Siege And The Sandfox’s development journey really began with some beautiful concept art created by artists and twin brothers Ed and Keith Duke-Cox, who left Frontier Developments to join northern English studio Cardboard Sword in 2016. “We looked at it and we were blown away,” the studio’s chief executive, Olly Bennett, recalls. “It was stunning pixel art. Bear in mind, this is the first pixel-art game project they’ve ever worked on. And we saw it, and we were like, ‘Well, this is fantastic. We’ll turn this into a game’.”
From the outset, the developer decided it wanted to adopt a pure stealth approach, which means that unlike in, say, Assassin’s Creed, there’s no option for simply murdering anyone who happens to get in your way. “The whole point is that your character is an elite assassin,” Bennett says, “and when you’re an assassin, you have a single target. You’re paid to kill one person or you have a motivation to kill one specific target. And you should not be killing indiscriminately to get to that point, otherwise you’re just a mass murderer. And so to get to that target, an elite assassin should not be detected, not leave a pile of corpses or a path of blood.”
Bu hikaye Edge UK dergisinin Christmas 2022 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye Edge UK dergisinin Christmas 2022 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image