Now that Astro Bot Rescue Mission has been released on the Playstation VR, the developers at SIE Japan Studio sat down to talk about the game’s origins and what sparked the creative process.
Lead Designer Gento Morica told viewers there were many positive comments from the Astro Bot Rescue Mission’s initial reveal. A majority of early-build players had been very vocal about wanting to play more of what was already an entertaining demo.
Sebastian Brueckner, Astro Bot Rescue Mission’s Art Director, said that people’s positive reactions were a paramount driving force for what was no doubt a difficult creation process. Different ideas were entertained for what the game should entail, explained Lead Gameplay Programmer Takumi Yoshida, most of which were either too ambitious or incompatible with VR.
What started out as just running and jumping quickly became insufficient within the vast spaces afforded with the VR’s visual capabilities. The developers realized that their desire for minigames and other side activities would require a design overhaul that set a “bigger stage” for the player’s to navigate.
Morica also brought up the game’s choice of motion, which was difficult to decide on, given the games affinity for both vertical and horizontal elements. Their solution was to “move forward.” In keeping up with the character’s movements as though you too are on a journey, it allows for a more organic experience throughout the game’s 26 levels.
The Origins of Astro Bot Rescue Mission on the PSVR
Have any of you played Astro Bot: Rescue Mission for the Playstation VR, yet? If so, let us know what you think of the game in the comments, below!