[ad_1]
Road 96: Mile 0 Zoe and her best friend Kaito slowly begin to show her that the world they live in may not be as good as she thinks. With a stark world juxtaposed with a pulsating, bright soundtrack, DigixArt Studio decided to take a new approach to storytelling. Road 96: Mile 0 In a more intimate format, from the perspective of two best friends.
Game Rant spoke with studio co-founder and creative director Yoan Fanise about the importance of rhythm games. Road 96: Mile 0 It tells a more intimate story than its predecessor, a killer soundtrack background, and more. The interview below has been edited for clarity and brevity.
Q: Thanks for working with me and answering some questions about upcoming games. Road 96: Mile 0. Before we begin, please tell us who you are and what you do at DigixArt studio.
Comparison: Hello, my name is Yoan Fanise. Road 96: Mile 0 Co-founder of DigixArt Studio based in Southern France.
Q: Please tell us about the storyline of this game. What was the process of developing this story and where did the inspiration come from?
Comparison: Miles 0 A prequel that explains a lot in the world of Petria, with a lot of inspiration mixed into it. We wanted to focus more on the contrast between the isolated few wealthy people in White Sands and the crumbling country as a whole. My real life inspiration came when I was living in Singapore. They weren’t as luxurious, but they still create a false reality around you. It becomes something very different from poverty and hidden poverty.Artistic influence is Korean cinema Parasite, from funny stories to terrifyingly brutal endings, with this twist. I like to boldly change genres in the middle of the story. Miles 0 There are similarities with it.
Q: Did you always have Zoe in mind as the main character, or did the idea of telling Zoe’s backstory come after planning?
Comparison: with that big brother road 96, meet Zoe 5 times. She’s the rouge in this procedural story. And she is very different. Players wondered why she went on a journey. It explains a lot about Petria’s dark secrets, so I decided to explain her backstory. There is a detailed explanation in the first book, Road 96: Prologueabout the ’86 event, and at the next event, about the girlit tells an unseen moment of her life Miles 0 and Route 96.
――Many main characters have appeared since the previous work, but this time a new face, Phantom Thief, will be added. Where did the idea for his character and his friendship with Zoe come from?
Comparison: It’s kind of funny – we wanted to experience the perspective of a typical Petrian teenager. lost harmony There was artwork on the wall that suddenly came to light. It had to be Kaito whose backstory with Aya fits perfectly into Petria lore. Zoe is more attracted to girls and has no intention of entering the love zone. Lost in harmony.
Q: In addition to Zoe, there are several other characters whose backstories we learn about in this story, including John, Sonya, and even Sonya’s bodyguard, Adam. How did it feel to have so many great characters coming back from the first game?
Comparison: Players love the characters you meet road 96We love them too. They’re like our kids, and we wanted to dig more into what fit this new plot. We may have a lot more to say about them. Each may have its own spin-off his ala. Better Call Saul.
Q: Jumping out of your last question, why did you choose to focus on both Kaito and Zoe and their relationship, rather than just one or the other?
Comparison: Since the theme is contrast, I wanted people to feel it with their bodies, so playing with two people was a powerful experience. The further you go, the more you switch, and this creates a serious emphasis dilemma.
Q: Miles 0 It approaches narrative design in a slightly different way than the first game. road 96 It felt like a much more open and ephemeral experience, meeting a lot of people along the way, but Miles 0 It feels like a much more contained and intimate story focused on two people. I’m curious what you think about this. Was this intimacy intentional, or do you think it was a byproduct of the game’s narrative design?
Comparison: Intimacy is a good term to describe Miles 0It’s huit clos and concentrated in one place – opposite the open road. This is what it is all about, the home you start from and the reason behind it. The arena variety is less of a battle with nautical ellipses and procedural generation. I didn’t want to repeat myself to surprise players. A short and sweet experience that explains a lot about Petria.
Q: Obviously rhythm games are a big part of gameplay. Miles 0We saw some of them in the first game, but they’re really expanded on in this game.Why choose to make them such prominent features 0 miles?
Comparison: We wanted to prove to ourselves that we could create a real gameplay system with separate narrative gauges and mini-activities. Incorporates a bit more skillful gameplay for those who like a certain amount of replayability.
Q: Skating and rollerblading games are also more than just entertainment, they are often used to carry the story, and give a big shift in how the characters think about their stance on key beats of the story. How did you come to this decision? Why use them not just for fun, but to further develop the story?
Comparison: I wanted to have two different games side by side and avoid a bicep or schizophrenic experience. And each ride actually develops a powerful narrative moment in a metaphorical way that shows what happens in their mind, rather than the real-life – strong decisions they try to overcome. And some of those big choices are even inside the ride.
Q: What is the process of designing the skateboard and rollerblade sequences really like? How did you come up with those ideas and execute them?
Comparison: We made gameplay with some similarities lost harmonyour first game and wanted to explore this frenetic ride further. What are you prepared for? We’ve gone through these sequences over and over, and that’s a whole different challenge than crafting a compelling story. The timing has to be very precise. .
Q: I don’t think it’s easy to design these segments of gameplay, especially the synchronization of animation and music, so what are the challenges you and your team faced in integrating these mini-games into the overall game? Could you please share some of them?? How did you overcome them?
Comparison: The level designer and animators did a great job. It was an iterative process. They started with a music track to create a path with specific speeds, turns and bumps, then imagined which parts would “talk” about the meaning of the sequence. These were initially placed in stories for narrative purposes. Next, we started placing obstacles and Wahoo animations to figure out how to allow the player to breathe in a mini-cinematic moment before returning to gameplay. This allows the player to breathe between two waves.
Q: Speaking of music, it plays an equally big role in this game, especially in the minigames, but it also plays an equally important role in the background music of the world and collectible cassettes. Why make music a central aspect of your game?
Comparison: Music is a universal and nuanced emotional language. This is our favorite tool for evoking emotions and making them go beyond words. There are many things that can be communicated through music. This is why we love working with both famous and not-so-famous composers. Each character and moment should have a certain tone. I’m not a big fan of “drone” or quiet music that stays in the background and doesn’t convey anything. I prefer the ugly transition between two strong emotional melodies to a hyper-complicated, technical musical system that forces you to stay on the same scale or tempo.
Q: How did you end up working with all these amazing collaborators on the soundtrack? Have you worked again with anyone who originally contributed? Route 96?
Comparison: Casting music takes time. After testing with an existing placeholder track and trying a lot, suddenly this feels like a fit, it feels symbiotic, and you know this is the band you want for this beat. We are very proud to collaborate with The Midnight, Kalax, Arslan Elbar and Alexis Laugier. For an old man like me, licensing The Offspring trucks is definitely important.
Q: How has the reaction been from the community? mile 0, How does it feel to be able to deliver another installment on road 96 Story?
Comparison: The community was really surprised. This is what we wanted, bringing new gameplay, new structures, and new characters instead of repeating the same thing. There are so many things I want to convey and create. Some might think this is just a skating game, some might think it’s just a walking he’s a simulator, but this is neither. i hope they like it.
Q: What are you most proud of achieving in this game?
Comparison: For me, the best moment is the final ride when Zoe escapes. Emotion and gameplay merge in one epic moment of his, as the environment twists around you. I feel chills every time I play. Also, there is a specific ending that literally makes me cry every time I get this one.
Q: Finally, is there anything you’d like to say or share that hasn’t been touched on yet?
Comparison: Thank you for asking a question that delves into the process of making a game. We are very proud and fortunate to be able to create the game. We have a great community. We can’t wait to surprise them with our next game.
[END]
Road 96: Mile 0 Available now on PC, PlaySation 4, PlayStation 5, Switch, Xbox One and Xbox Series X/S.
[ad_2]
Source link