![]() ![]() We were able to add more tech - in terms of lighting systems, for example. We were able to bring the Batmobile to life. We were able to build out Gotham and do that in the immense, rich detail we had in our previous games. GamesBeat: What changed with all the PlayStation 4 and Xbox One hardware? Giving players access to things they hadn’t before, the Batmobile being the big innovation we talked about last year, and then using the entirety of Gotham City to support that gameplay. It was about the experience they’d had in Asylum and City, merging those together and adding more to it. We wanted to give players that feeling that they were Batman at the peak of his powers, ruling the streets of Gotham, and coming head to head with this ultimate threat in the form of Scarecrow and the Arkham Knight. Perkins: It was kind of to evolve that experience, to create – in Sefton’s words – the ultimate Batman simulator. GamesBeat: What was the goal coming out of Arkham City? It’s a long journey, but definitely worthwhile. ![]() It was after the end of Arkham City that we were pretty much into production on Arkham Knight. GamesBeat: How does it feel to get to almost shipping? ![]()
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