By “monarch10” from ResetEra:
Here’s a recap of the Towerborne stream.
Towerborne like the Banner Saga should feel like playing an animated feature film. Lean into the Ghibli-esque feeling of that. Cell shaded characters, fully hand painted backgrounds.
One of the pillars we wanted to have was communicating back and forth with the community. We have ideas and plans on where we want this game to go, but we are also waiting on how the players will digest the game, what their interest is and where they want the game to go. Couple it with ideas we’ve got and kind of design the game together. In order to do that you’ve got to design tools from the ground up to make that possible. The Holy Grail of online games is to pivot very quickly to player feedback, Towerborne is the first game I’ve worked on that actually fulfills that. We’ve got really good tools, a really good Live team that is actively interested in moving forward with preparing for player feedback to react fast.
Couch co-op is a dying breed. It’s hard to do and easy to cut, and through all this time we’ve held onto it dearly.
Does it have deep storytelling? It has Alex Thomas (from the Banner Saga) working up the lore for this game. Don’t expect big blocks of text or reading a book. It will be told in shorter bursts, we have plans for future lore that will be pulling out the rug from players, keeping them on their toes and interested.
A lot more action in this game compared to Banner Saga. Get ready for one of the best damn combat games I’ve played, I keep saying it will be best-in-class, I mean we’re working on it (laughing). Fantastic combat, awesome exploration on the map.
We’ve done our depression simulator (Banner Saga), we’re ready to do something bright and fun. The combat is different. In Banner Saga, you have this strategic, tactical combat that’s slower paced. Everything around it is structured and slower paced by nature. It’s much more controlled. You get into the combat in Towerborne, it’s chaos but the good kind that’s fast and in digestible bites so that everything is constantly moving forward. Players can express themselves in the way they play. The weapons they pick, how they interact with the enemies and the other players in the space. By that nature, everything about Towerborne is meant to be consumed in a way that you want to consume it at the pace you want it.
Austin Wintory back to do the music.
People call Banner Saga the depression simulator. For Towerborne we are flipping the script. Hopeful, positive, uplifting, a very different vibe. You’re going into the wild, fighting enemies, bosses, but you’re pulling together as a group (humanity). Like a WWII vibe in England.
Character customization: multiple body types, skin coloring, tattoos, makeup, hairstyles and can be changed at any time. It’s constantly being added to during development. They aren’t done yet. Every game is different, some games really lean into wanting everybody to be able to make themselves. We didn’t necessarily do that. We wanted everybody to be as different and cool and unique as they wanted. We have crazy things like bug eyes, all sorts of shapes of eyes and noses, hair etc. Every asset fits for masculine and feminine characters.
In Towerborne it’s your weapon that basically defines your class. We’re going to be launching with 4 (weapon types). Each one of those 4 has multiple other weapons within that. Each different weapon of a certain type has different abilities. You can choose which abilities, and on top of that you slot aspects into these weapons (mods). These mods give different perks and make them do different things. I could have the exact same weapon as someone else and have entirely different builds. Included in that all your different gear pieces can be slotted with mods to make things really unique.
On top of the mods system and aspects, you can also take each part of your gear and level them up, reforge them. As you level up gear/weapons, you get different perks/abilities/stats. These are fixed, not random. Leveling up is like ‘unlocking them’. If two players have the same exact set, they can have different loadout feels to them.
One thing that was really important was we wanted the players to feel like you’re not locked into it. You might have invested a bunch of time in your gear (like a warclub), but you might find a new weapon type that you want to try. We try not to be too punitive about switching and investing in a new style.
How does scaling work with multiple people (high danger vs low danger level players)? Playing with a lower danger level player is an opportunity to level up lower level gear. Can always bring your best equipment to one-shot enemies. Could bring some lower level players to harder areas of a map you’ve cleared but they may not survive that long.
Philosophy, err on the side of fun. It’s possible to get carried to places I haven’t gone to get the best gear. That’s only part of what you’re doing. The best gear will help you in a lot of ways, but there are a lot of moments in Towerborne where you’re just going to need to know how to play your character, what your moves do, and have a level of mastery. It’s not a ‘souls game’ but it’s challenging. We brought people on who love the side scrolling combat genre that wanted to press that forward. Combat is approachable, but complex.
The Gamescom demo was just a small mission with combat, much more to the game (exploration, story, etc.)
Pets are part of your loadout and have gameplay implications, have different skins. 12 total right now. Might have to solve puzzles on the world map to have some join you. One can give you a ranged attack if you don’t have one.
Fantastic relationship with Xbox. They have a great platform and support for developers like us. Access to experts that work with them in the trenches every day, almost like internal people. Gives good feedback, they let us do what we do.