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Depth, player expression, and years of iteration: Pragmata's producer on the key to nailing the game's weird and wonderful core mechanic
"Getting that concept into a game system that's fun... it took us a bit of trial and error to get to what you see today."
From that base concept to create something that we think is fun, that we think people will really enjoy - it’s taken us a bit of time," Oyama explains via the Japanese-to-English interpretation of Edvin Edsö, a fellow producer on the title. Where the previous demo had me marvelling at a very neat and tightly-executed gimmick, in experiencing a boss fight I now feel I can see the path for the full experience, so to speak. It’s all vaguely cagey stuff - only a tiny fraction of the game has been shown, and the developers clearly don't want to reveal any unannounced kit.
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