GamingBolt haben ein Interview mit Jenny und Björn von Piranha Bytes veröffentlicht. Darin sprechen die beiden Entwickler unter anderem darüber, wieso sie Elex entwickeln:
We’ve been developing open-world fantasy RPGs for the last 20 years, and so we felt that there’s time for something new. But on the other hand, we love to create fantasy games with a lot of freedom in a simulated, living game world, so we thought we should stick to that, but approach it from a new angle. So, we were looking for something that has more stark contrasts, and gives us more gameplay possibilities, without being stale at the same time, and so we ended up with our science-fantasy setting.
Auch über das Kampfsystem gibt es Interessantes zu lesen:
For ELEX we’ve created the combat system from scratch. We want players to have complete control over their different attacks, but without making the controls too complicated. Let’s just say, we really dislike just plain button mashing, but are aware that many players just want to enjoy the story, and so we developed something that’s both accessible and challenging at the same time. The key here lies in the AI behavior of the enemies.
Weitere Themen sind die Fraktionen, die verschiedenen Waffen im Spiel, Quests und mehr. Das vollständige Interview auf Englisch findet ihr bei GamingBolt.
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