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"It's OK to make a small game," says Astro Bot director on its AA-level success


Astro Bot director Nicolas Doucet has discussed how the game succeeded based on smart AA-sized ambition and that, in th…

Doucet even described the level design in musical terms, with the placement of enemies, platforms, and bots all aimed at creating a certain melodic rhythm for players to maintain that fast-paced tempo and keep them engaged throughout. This polish led to inanimate objects becoming characterful, wildlife stories as cute critters react to players and enemies, exaggerated reactions of vegetation, and the multiple photo chances strewn across levels. Astro Bot features cameos from across PlayStation's storied history | Image credit: Eurogamer/Team Asobi/Sony Speaking about the ending ( spoiler warning!

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