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We try to make it as lifelike as possible, it really goes into the deeper cinematic experience.
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The gameplay experience changed a bit, but we really wanted to stick to the core of what made Deliver Us The Moon.
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So something I'm really proud of and excited about is the new traversal system, it has got a new character controller and a climbing system which makes it really cool to go over the surface.
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And also a new host of puzzle mechanics that actually expand upon MPT network⁽¹⁾, and we really made that into a collective puzzle mechanic set.
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As most fans and people that like the first game and know the studio will know is that we didn't really hold back on developing this new title.
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I dare to say our launch sequence has been researched very extensively, and I think it's going to be the coolest launch sequence we've seen to date in video games.
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If this does not make you feel like an astronaut, I don't know what will, maybe actually having to go to space but that sucks that takes a while to actually get.
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We experience sound on mars in a very different manner, there is emotion, there is silence.
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It's also a very personal story, and that is taking the story, and therefore the music to soaring heights, where the stakes are larger than life, you need to save mankind, your humanity's less hope.
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Combining these two is one of the most inspiring things for any music or audio designer I think.
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My granddad made telescopes to have people view the moon, and I'm literally trying to get like young people, but people that love games to see mars through video game.
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I would like everyone to really look at the coming months, because in the coming months there is going to be so much cool stuff we're gonna announce and gonna finally be able to talk about.
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We have been waiting so long and worked so long on this game already, and I'm almost bursting out of my shell to really put everything in front of you guys.