“We got in touch with a lot of artists from around the world who don’t work with video games, [people who work in] comics, comics and so on. And we gave them a very simple summary of the game and how we thought these characters would be in terms of personality, ”Sony XDEV senior producer John MacLaughlin told IGN. “We got in touch with so many different people from all over the world; South America, Africa, Japan, the Middle East, Russia, Eastern Europe and we have this wild and eclectic group of art with these characters. “
And these concepts found their way into the game thanks to a variety of artists – key aspects of character designs like Genesis, which has blades instead of legs, came from the artists’ imagination instead of mandates from the development team.
And while players spend a lot of time behind the wheel like these characters, one of AllStars’ exclusive hooks is to allow players to jump out of their cars and run on foot. Able to perform unique hero moves, some impressive parkour and more, playing as these characters is an integral part of the experience and almost always was during development. Although it definitely needed some adjustments in order for the gameplay on foot to be correct.“For a long time in the project, we had a good sense of what the part in a vehicle looks like. We want vehicles to be super agile, even heavy ones are more agile than you would see in a racing game, ”explained Berry. “Now we have characters [and] we can’t just leave them vulnerable, because then it won’t be fun. But we cannot have them very powerful. We are not going to give them rocket launches because it’s a completely different game. So, we need them to be these hyper-real athletic characters. “
And as the team figured out how to interweave the gameplay of the character and vehicle so that they went hand in hand, it also helped the team understand how to build arenas that suit both types of gameplay, without ever letting one get too far from the other. experience with a focus on multiplayer.
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“We didn’t want to separate the characters from the vehicle too much. We didn’t want skyscrapers, although it could be cool to climb to the top and dive into the arena, because while you’re climbing a skyscraper, climbing is pretty lonely, ”explained Berry. “If you have 16 characters and four of them are out of the vehicles and are climbing a skyscraper, they are not really involved in a multiplayer game at this stage.”
Berry explained how, although the first test versions of the levels could be quite large and tall, Lucid worked to scale arenas in more focused combat zones to keep players, in and out of vehicles, connected to combat at all times. possible.
Players can see this for themselves now, as Destruction AllStars is available on PS5 and is included in this month’s PS Plus lineup. For more information on the new PS5 exclusive, find out why the Destruction AllStars delay helped set it up for the PS Plus release and stay tuned on IGN to learn more about the new game.
Jonathon Dornbush is Senior News Editor at IGN, host of the Beyond! And PlayStation leader. Talk to him on Twitter @jmdornbush.