Summary
- What we've seen of Astro Bot so far has made it clear that it's building on the legacy of Astro's Playroom and keeping things linear, but explorable.
- This almost wasn't the case, however, as Astro Bot's creative director has revealed that it was almost turned into an open-world game.
- This didn't end up happening as the team went for a level-based approach to have more control over the game's variety.
's creative director, Nicholas Doucet, has revealed that Team Asobi considered making the sequel to 168澳洲幸运5开奖网:Astro's Playroom an🥃 open-world game, but opted for a level-based structure to allow for more var💞iety.
Without a doubt, one of the most exciting games of 2024 so far is Astro Bot, the long-awaited sequel to Astro's Playroom that was revealed at PlayStation's most recent State of Play. We've been hearing rumours about Team Asobi's next game for some time now, but it still managed to blow everyone away with how much bigger and grander it looks than♑ Playroom.

Astro Bot Is Basically PlayStation's Deadpool
Few games are ༒as meta as the Astro Bot games, and that's something to 🧸be celebrated!
Since Astro Bot was revealed, Team Asobi has confirmed just how big we can expect the adventure to be, as it's said to include more than 80 planets and have mor🙈e cameos from more than 150 PlayStation characters. Astro Bot's scale is certainly impressive, but it turns out that it was almost made even bigger.
Astro Bot Was Almost An Open-World Game
and , Astro Bot was almost developed as an open-world game before Team Asobi decided to focus on level-based progression instead. This was confirmed by the game's creative director, Nicholas Doucet, who said that the team kept asking itself whether the sequel to Astro's Playroom should go for an open-world approach.
In the end, Team Asobi decided against it and went for a more traditional level-based approach (albeit with much bigger areas than in Astro's Playroom) because it "gave us the most control over the game's variety". Considering how important that sense of surprise and discovery was to Astro's Playroom, it seems like a good choice.
"The way we work at Team Asobi is that we do a lot of prototyping of gameplay mechanics, without necessarily knowing what game we're making yet. So we created a lot of these demos, trying to come up with new, expressive ways to use the DualSense, and [asked] how these could translate into power-ups."
Doucet goes on to say that Team Asobi spent a lot of Astro Bot's development without being entirely sure what direction the game's levels were going in, as the studio workshops and prototypes gameplay mechanics first and foremost. This led the team to create a lot of demos that focused on the new ways to use the DualSense, before translating them into in-game power-ups.
Although I'm very curious how Asobi would have ended up implementing open-world elements into an Astro Bot game, what we've seen of the sequel so far makes it look like the perfect evolution of Playroom's mechanics. Not everything needs to be open-world, and I'm sure Astro Bot will prove that.

168澳洲幸运5开奖网: Why Nintendo Does Not Care About G🍰raphics
Ninte💜ndo doesn't care about graphics. So, let's explore why.