Wherever you focus your exploration, be it in a skyscraper 100 meters above the ground or a planet reborn from toxic dust, your airship will be with you, serving as your mobile laboratory and your base camp. Likewise, Jawor cites two science fiction-based films, The Martian and Annihilation, as inspiration for the kind of feeling Forever Skies hopes to emulate in its storytelling and gameplay. “Below is the evolution of an Earth that is no longer human,” Blumenfeld said. The super cool thing is…you’ll actually be able to walk out of the dust.”Įverything above the dust will tell the story of the devastating status of the planet, the resources you seek, and the collapse of human civilization, he said. It’s not just about the city, there will be different biomes. “The city is even further out in the game and will have smaller locations. “I would say that this city is not the only place,” Blumenfeld said. However, Blumenfeld says the city isn’t the only biome players will encounter in Forever Skies. Much of what has been shown in the trailer so far has been a ruined cityscape, which presents a vertical element to the survival nature of the game. It’s a four-in-one science tool: an extractor tool, to extract resources and unlock new paths a construction tool, as the name suggests, to build new things like ladders a repair tool, to repair damaged objects, and a scan tool, which ties into the scientists’ goal of analyzing what went wrong and learning more about how to overcome the dangers of this new Earth. He said Far From Home wasn’t meant to be preached, but when terrible things happen to our own planetary ecology, it’s hard not to preach.Īt the heart of Forever Skies gameplay is a special gun. On that note, Blumenfeld told game informer The story is based on the idea that humanity must find its place in the new and dangerous situation for which it is responsible. “Since this is the beginning of the game, we wanted to focus on the gameplay, so this could be Early access, and then in the future, we’ll try to be more and more involved,” Blumenfeld said of the continued evolution of the game’s narrative. The team envisions that Forever Skies will one day make that happen. Regarding Subnautica in particular, Far From Home really likes how it combines a survival game with a more narrative-driven focus. He said these games and others were huge inspirations for the team. Pawel Jawor, Brand Manager, Far From Homeīlumenfeld said the 23-person studio’s love of survival games like Subnautica and Raft has also led to Forever Skies being the same genre. It’s easy to link this revelation to the game’s first two trailers, which showed the protagonist scientist climbing skyscrapers in the dusty land below. Jawor added that the team had an enlightening moment when a local scientist said that to get healthy, clean air in Krakow you need to fly around 100 meters in the air. And now, sometimes, we get this message on the phone: “If you can, stay home because it’s dangerous to go out.” Air is like poison…it’s one of the many things we love One, ‘Yeah, maybe that’s a good topic. cities like the most polluted cities in the world. “Sometimes we hear that Warsaw or Krakow is very polluted. “There are…different pillars One of them is that we live in Poland and for a long time we have seen what is happening around us,” Blumenfeld told Game Informer. While the idea of an ecological catastrophe destroying the planet is close to anyone concerned about the health of the planet today, the premise was directly inspired by the studio’s native country of Poland. Andrzej Blumenfeld, CEO and Head of Gaming, Far From Home
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