Astro Bot is a supremely silly and incredibly smooth platformer


Astro Bot it’s as accurate as it is ridiculous, and that’s what makes it so delicious. During my 30-minute demo at Summer Game Fest, I crashed into spiky obstacles, flew off the edge of sky platforms, jumped deadly projectiles, and popped my little robot hero like an overinflated balloon — and I couldn’t stop smiling. my face all the time. Art style, sound effects and animations Astro Bot instilled with childish joy, removes the pain of every failure. At the same time, each death was preventable with a little more practice, each jump was possible with only one attempt. Resets were fast and generous, encouraging trial and error while maintaining a perfect platforming flow.

Despite its child-friendly appearance, Astro Bot feels like an adult – and super hard! – platform player.

This skill makes sense considering that Sony has had over 10 years to perfect this skill Astro Bot recipe. The first official name was Astro Bot Rescue Mission2018 PlayStation VR game and semi-sequel to 2013 Game room Demo on PS4. next, Astro game room It came pre-installed on the PS5 when it launched in 2020, offering a brief but memorable tour through the features of the DualSense controller. All of these experiments were cute and well-executed, but as it turns out, they were long-tail teasers for the full. Astro Bot the game will be released on September 6th.

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SGF 2024 Astro Bot demo was open PlayStation 5 and featured several different worlds, each with a different gadget and map style. I tried out a dog jetpack that lets you move forward and a pair of frog-faced gloves with spring punching abilities. The frog gloves were my favorite weapon of the day: the left glove was activated by the LT button and the right glove connected to the RT, and I spent most of this level rhythmically punching the air because it felt cool to do so. This whole stage also had red glue dots for the fist, which allowed me to keep the gloves in place and extend the bows, turning the Astro into a robot-sized slingshot. Sometimes you have to hold the triggers in place and pull Astro back before he can swing his tiny body in the right direction, which goes straight into the face of a giant red octopus. It is obvious that.

Astro is the most attractive wow wow wow it sounds when it dies, spreading the frustration of every failure. I heard this sound the most while trying to clear some of the spinning, spiked balls and pink glass platforms as Astro glided over them. The fragile nature of the glass forced me to react with twitch adjustments that increased the tension and encouraged replays. There were lots of clever mechanics, tools and obstacles on display Astro Bot demo, including a freezing element when spun, a powerful magnet that picks up anything metallic nearby, a line of flaming orbs that spin rapidly across a platform, and even a standard jump that lifts Astro up into the air and fires lasers. his legs, injuring blobs and other enemies below.

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The full game will feature over 50 unique platforming planets, over 300 bots to rescue (more than half of which are classic PlayStation characters), and dozens of weird and satisfying gadgets to use. It will take around 15 hours to complete, and according to ASOBI team leader Nicholas Douce, this length was chosen on purpose.

“Usually games use one or two mechanics very well and they build on that, but it’s really about us restarting everything for each planet and keeping Astro and crew as the focal point,” Doucet told Engadget at SGF . “But it’s something we’ve decided from the start that maybe it won’t end up being like a 50-hour game – but that’s okay. It’s better to be constantly updated for 15 hours than for 30 hours, sometimes it drags a bit.

The goal of the ASOBI team Astro Bot is to provide a new experience at every turn.

“We want people to think, ‘What surprise are they going to throw next?'” Doucet said. “And if we can keep that to the end — even like the final boss, the end of the game, we’re trying to keep that to the very, very, very last second of the game. If we can do that, I think people are going to have a good time.”

whom Astro game roomThe DualSense controller has a leading role Astro Bot. The game’s bots regularly fly around in jet-sized DualSense, and Astro is on a mission to collect friends and keep them in the controller itself. When new bots are picked up, they appear in the on-screen DualSense, and when players shake the controller in real life, it’s reflected in the game. The little characters swing and hit each other, and they can even pop out of the gamepad if they jingle just right, and it’s all pretty engaging.

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It’s refreshing to see Sony go for the silly.

“Astro’s design has a bit of a belly, and actually, the bots were originally supposed to look a bit like babies,” Doucet said. “They look a little awkward on their feet and, you know, their feet stick out like they’re wearing diapers and stuff. The design came from wanting the silhouette to be cute and a little silly. But it was separated from the crowd [of the mechanics]. There’s almost a double mentality because the stupidity can be there and we laugh about it, but when it comes to fixing the problem, it’s good to be tight. It’s just pixel perfect.”

The balance between poignancy and absurdity makes it Astro Bot so attractive, even just in demo form. It primarily feels like a solid platform that provides a mechanically sound foundation upon which all the nonsense can thrive.

“The silliness usually comes from the animation and visual side, while the rigor of the game comes from the engineering and really the game design and programming,” Doucet said. “If I go back to the origin Astro, before it was a fun-looking platformer, was a platformer that actually felt good, where your jumps landed exactly where you wanted them to, and started when you wanted them to. The delay in your entry and all that was really in focus.”

The PlayStation demo space at Summer Game Fest was a cool cave of bliss Lego Horizon Adventures and Astro Bot, two games that turn classic Sony characters into irreverent cartoon versions of themselves. Given that some of PlayStation’s most popular heroes are serious, crazy fighters like Kratos, Joel, Ellie, Wander, the Bloodborne guy, and Aloy, there’s room for these interpretations to go horribly wrong. Astro Bot gets it right (and sounds like it Lego Horizon Adventures does this too).

“The writing of the games is not as important to us as what the background of the character is,” Doucet said. “For example, in The Last of Us, the main characters are good characters. They have difficult decisions to make, but fundamentally, they are good people. “Who’s Ellie?” there would be nothing wrong in asking the question. and ‘Who is Joel?’ And then, you know, parents and kids can exchange [ideas]. You can imagine that a good conversation will come out of this.”

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The character I’m most excited to see Astro Bot He was the hero in the red dress Travel. Although the meeting immediately triggered memories of loss, discovery and introspection, I was glad to see an old friend in an unexpected place. Here, the fact that the character was guaranteed to be carefree and funny added an extra layer of mental safety to the experience. My colleague watching my game did not immediately recognize him Travel character Astro Bot and I was happy to explain it, automatically recounting some of my experiences with the game from earlier in the day. It’s easy to see how Astro Bot will introduce new audiences to classic PlayStation franchises while revving up the feel-good hormones in veteran gamers.

But let’s be honest: I don’t need PlayStation characters Astro Bot. They are charming and capable of creating a warm dating vibe, but for me Astro Bot‘s appeal is not in its nostalgia play. Instead, I see the character appearances more as easter eggs, cute but not essential to the actual gameplay. Which, again, I have to say, is incredibly skillful, replayable, and fun. The star is the platforming Astro Botit’s a real joy.


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