![]() ![]() Tomasz Wlazlo: The airship serves as a laboratory, workshop, shelter, warehouse, greenhouse, and much more. How will the airship be more than just an airborne version of the standard survival base? How does its presence in the sky affect gameplay? The environment is super toxic so any venture will have a rather limited timeframe. You may want to tackle them face to face, but as a scientist, you’re way better in smart approaches such as finding weak points and exploiting them appropriately. Here, the player will encounter hostile beings that became the main residents of the New Earth. The second realm is the world below the dust, actually inside the thick layer covering the planet’s surface. We want players to understand that there are different locations on different heights, offering different resources and hazards. What’s important is the altitude - the introduction of the vertical gameplay. It is more about exploration and tackling dangers of the environment such as thunder, wind, and viruses. One of them is the world above the dust: basically clouds with flying debris and tops of towers sticking up from the thick cloud of dust covering the Earth. ![]() Tomasz Wlazlo: The world in Forever Skies comprises two very different realms, which provide a diversity of gaming experiences. How will the combat system open up through the course of the game? You will be able to customize the airship to make it uniquely yours, even adding various found artifacts and making the vessel as comfortable as possible. ![]() But that’s not all, as base-building makes an important part of the gameplay. It will also get damaged as you’ll fly through stormy weather, debris, or simply collisions with the environment, and as a result, it will require repairs. At first, it’s rather modest, so you’ll need to gather resources and expand the ship to better serve your growing needs. Then, once you’ve taken care of your body, you will need to take care of your airship. Sorting this will require some serious exploration and then scientific research to either find or invent medicines. 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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