As a result, our gamers may easily get sick and need to recover while monitoring their health. Obviously, you need to eat and drink and take care of your health, as coming from quite a sterile space you’re vulnerable to pathogens which have vastly evolved since there were any medical doctors walking the Earth. To make any progress after landing, you’ll basically need to take care of all your needs to simply survive. Your mission is to come back with a cure for a mysterious disease, and the way to find it is the core of the game. Tomasz Wlazlo: Before the actual gameplay starts, you must know that the player is arriving on Earth from its orbit where a group of descendants of survivors of the catastrophe are still alive, but not faring too well. With this in mind, we thought to give a player freedom of movement in a world after a terminal environmental disaster, so they can experience the consequences by themselves.Ĭan you explain Forever Skies ’ core gameplay loop? This has been bridged by the concept inspired by something bigger than gaming: the ongoing decline of the environment around the globe. And we always wanted to take the creative part once mastering several such games. Secondly, our recent but true love has been survival games, such as Subnautica, Raft, or Green Hell to name a few. Naturally, we wanted to stay in the whereabouts. The concept of the game is the result of three thoughts: experience, survival, and air quality.įirst of all, a part of our team had worked on AAA games such as Dying Light and Dying Light 2. Our studio has been working on Forever Skies, previously referred to as Project Oxygen, for more than two years. ![]() ![]() I’m Tomasz Wlazlo, creative director at Far From Home. Tomasz Wlazlo: I am very glad to be able to introduce our game in this interview. The Escapist: Who are you and what is your role on Forever Skies ? How long has the idea for this game been in the works?
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