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Hi guys! A new week is starting, and while everyone is out sun-bathing we at Recoil are “enjoying” the beautiful weather behind our desks, waiting to announce the release date*, with all curtains down (these glossy screens are a bane in the summer) and air conditioning at maximum power.
A few days ago GamingBolt published a really nice interview on Rochard. Behind the mic our Marketing Manager, Tommaso De Benetti, and Recoil’s Lead Designer Juhana Virtanen. Want a sample? Read on.
Can you please tell us a bit about the gameplay? How different it will be from other similar games available on the PSN and XBL?
We dare to say “quite different”. Later in the game players will be able to shoot, but the game is very much puzzle-centric. Each room is a different challenge. Sometime you can overcome it just with a vulgar display of power, but most of the times using your brain is the best weapon. It’s also often the most rewarding way to deal with the enemies. There’s also good replay value there, meaning that each puzzle can be solved in a multitude of ways making use of the different weapons and environmental tools available to John. We think Rochard stands to platformers as Portal stands for the FPS genre. It looks like one but it plays different.
Recently some screens were released for Rochard. And I observed there were a lot of boxes scattered here and there, which led me to believe that there might be some rag doll physics involved. If yes how will it affect gameplay or make it better?
Absolutely. We can proudly state that Rochard is the first Unity-powered PS3 game. Using the Unity engine allowed us to implement realistic physic both in the way characters interact with the environment and the way objects behave. When you couple this with the G-Lifter and the possibility to alter gravity, you get a better picture of what are the tricks up John’s sleeve.
For the whole story, check it out over at GamingBolt.
*We know you are waiting for this one. You will know it before the end of this month, promise.