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For someone who's very good at playing action games, we expect you to be able to tackle challenges earlier, smarter, better. What we're trying to do is we have what we feel is a balanced difficulty curve, and then we say that we want to reward the skill because since we are doing something to meet both the action enthusiasts and the RPG enthusiasts, they might have different skill sets. No, you can't set the difficulty in the options. And then, of course, we have the ones you would expect, with Blade Runner and some Akira in there, a lot of the cyberpunk things, but we're all over the place really.ĭo you have difficulty levels in the game? But we also reference things like Robocop, the old classics, because of how they're very action oriented but still have a lighthearted feel to them. Well, I'll say movies, because I like all of them, but Dredd is definitely a strong one. We often land back on Dredd, both the comic books and the movies. There are definitely several ones, but a few that keep coming up. In the email Q&A you mentioned several inspiration sources for The Ascent coming from other games, movies, comics even, but do you have any one in particular that you'd like to single out as something that you had at the forefront of your mind?
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But you don't make huge player choices on how to affect the story. It's linear when you play through the main story, then there's a bunch of optional content that you can play when you see fit, so not everything is lined up in a linear path. Are there any choices to be made in the story, though, or is it just linear and the same for everyone? But even without the narrative, you have a very solid action shooter RPG to play. It will get as immersive as you let it be. Also, we know for a fact that if you're going to play four-player co-op, it's very likely that you're not going to be as immersed in the story as a group, as someone who plays single player, that's just a fact and we're perfectly happy with that. But for the people that care less, and they want to get to the shooty bang bang bits, they can focus on that.
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Every main mission has several cutscenes, full voiceover, that whole shebang. For the people that care about the story, it's there to carry you through the entire game. We have been getting feedback this entire year, it's been a very positive thing. We're not playing the super emotional hooks to get you to where you need to go. Of course, we've done our best with the narrative, but we've also made sure to deliver an independently strong gameplay. But we didn't want to say that, well, if people don't get emotionally hooked and they're really into it, that the game will fall flat. If it's a good story that people enjoy, that's fantastic, and that will enrich the entire experience. We made a point very early to not make a game that will stand and fall with the story. How much would you say that the story matters in The Ascent versus simply the gameplay action?
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Related Story Alessio Palumbo The Ascent Gets New Game Plus Now, PlayStation Launch in March Luckily, we won't have to wait too long as the full game is only a couple of months away.įollowing our hands-on, we were able to speak again with Neon Giant's Game Director Arcade Berg, this time in a live chat following the recent email Q&A we published earlier this month. Getting to play a slice of The Ascent only left us really eager for more, as this game looks like it could be a blast to play, especially in co-op with some friends. This certainly bodes well for the final version.

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We don't know the specifications of the PC used in this remote preview, but the game already runs smoothly from what we could see, minus the lag spikes due to Parsec. Of course, running underneath The Ascent there's also a thick layer of RPG mechanics, though we didn't really get the chance to scratch that surface during our brief gameplay session.įor the same reason, it's hard to pass judgment on the game's story, though we did note full voiceovers already in place in all the quests we tried (a rarity among indie titles) and a healthy amount of side content available to players. The shooting feels fun, thanks to the punchy weapons that provide excellent feedback when squashing your enemies to the ground, and it's also rather challenging even at low levels. This gives it a slightly more tactical vibe than your average twin-stick shooter. At its basics, The Ascent should be considered a twin-stick shooter, though one with extra depth thanks to the cover system and the ability for the player character to aim above cover objects if they want to. The physics and destruction are top-notch as well, but the real surprise is how this actually plays when combat kicks in.

In more populated areas, you'll encounter dozens of non-hostile NPCs, civilians who will scatter at the first sound of gunfights.
