![]() And that led us to, "Hey, why don't we focus more on the hoverboard?" This is an element from the original game that you can activate, but we said, "Let's put it in as a core element that you always start with," and then we have this premise of the battery running out, which is different from the original game where if you lose it there, you keep running. We really like the autonomous movements of the surfers and we worked hard to keep that in some way, and then this idea of grinding and moving on things in a parkour nature came up. You keep your battery alive by defeating robots and pulling off tricks.Ĭoming into this, we felt like, this is the IP. We also looked at games like Tony Hawk and Jet Set Radio. Paper Boy was one of the first games we threw around. We got inspired by a bunch of different games. With those kinds of elements, we did a lot of brainstorming and we looked into a lot of old-school games because we think Apple Arcade is a great platform for old-school arcade-style gameplay. The control scheme has to work across iPad, iPhone, and Apple TV and we want to make sure the experience is preserved across all the platforms, Mac OS included. ![]() We also looked at the constraints that Apple Arcade gives you because you have to build it for multiple platforms. We took a lot of those building blocks as kind of a baseline. O'Doherty: I think one of the things we had to take into account was the IP itself and kind of what components go into the original game that players would know. We wanted to make more types of games in the IP because we know that there are so many fans around the world that enjoy it. I'll tell you in a second how they came up with the arena-style game, but basically from the get-go, we've never felt confined to just endless runners. So, with Subway Surfers Tag, we want to allow players to enjoy the world of Subway Surfers, the universe, and the characters of the IP in many different ways. We can actually do something here that looks way nicer than what was available at the time." And then when Temple Run came out in 2011, they thought, this is a perfect fit for what we created with our graduation movie. Then when the iPhone came out, they thought, "This is our platform. They thought about the story and the universe. When they did their graduation movie, they weren't thinking about games. They liked the idea of creating compelling characters, deep universes, and trying things out. Nørvig: Very early on, before the original game was in development, Sybo's founders made a Subway Surfers graduation movie from the animation workshop and they were still animators at heart. Why the departure from the core endless runner idea of Subway Surfers? GameSpot: Subway Surfers Tag is different than I expected.
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