December 9th Journey to the End to PS4 – PlayStation.Blog

Unto The End is a challenging combat adventure game in the style of a movie platformer. Gameplay is the learning of our read-reaction combat system in fierce sword battles, finding opportunities to exchange and use items, and finally experience adventures told through your actions on your way back to your family Is to do.


Above all, I want Unto The End to feel like an adventure. I designed a lot of Unto while traveling to a country that no one knows, without speaking any language.

Accept Iceland

We did a lot of exploration during those trips, often off the secluded roads and lost in nature. The feeling of being lonely, unconfident, making difficult decisions and overcoming challenges is all about adventure for us.

Side view

We love it when the experience makes the most of their presentation format or format. Therefore, despite the hundreds (thousands !?) of side-on games, I felt that there was still work to be done.

After repeating it many times, we refined three things that we found side-on to be particularly successful: (1) determine whether it was high or low (2) assess the distance between the left and right (3). ) Look behind you. Interestingly, these are also things that can’t be handled in a “over-the-shoulder” or “top-down” view.

An early concept of training at home with your wife

We have wrapped these three qualities in a comprehensive principle of reading and reacting, and built everything around it. All battles, puzzles, and environmental challenges test players based on their foundation. The idea is that all aspects of gameplay are training you, not just fighting. I want you to finish the game as a great fighter while feeling the sense of mastery and accomplishment that you have gained through your efforts.

Battle of the sword

Our goal was to capture the feeling of close quarters combat, even if it wasn’t a sword fighting simulator. Sweaty palms, “Oh no!” No complicated combos or complicated inputs, moments, and before and after a great battle. You can drop your sword, bleed from your wounds and die, and win or lose every battle with a few hits. Success is about staying calm and maximizing your opportunities.

Father confronting a mountain Woad hunter

The father has a lot of movements, but there is nothing fantasy or challenging about doing them. Each action is mapped to a button to avoid overloading the input. When you press a button, a specific action occurs.

Behind-the-scenes prototype of daggers, terrain, and movement

It was very important that all the creatures you encounter were as smart and capable as the players. There’s a reason, it’s not just an “evil enemy.” Every opponent you face is unique and each has its own fighting style-we don’t have simple enemies and subsequent bosses.

Early concept of friendly fire and group combat

That is, every battle is a challenge, and all opponents follow the same rules as players. High and low attacks, blocks, counters, counterattacks, counterfeits, and knockoff balances apply to everyone. The same is true for health and damage, navigation, and friendly fire. There is no large health pool or super attack. Escape, jump crevices, and climb shelves, enemies can chase you on different terrains.

Challenging, not difficult

Gameplay is challenging and demanding, but it’s never difficult because of the difficulties. Three things were really important to us.

Father chases Woad Huntmaster

First of all, every encounter has multiple ways to overcome it, and once you master it, it should be very easy to overcome.

Next, you need to incorporate the difficulty setting into your gameplay. By carefully and carefully exploring every corner of the world, you will be able to use more tools and open up alternatives to combat.

Third, the challenge of the fight is not the reflexes, but the skillful reading and reaction of the opponent and the environment. There is a “battle speed” setting that allows the player to slow down the action at the moment of battle. It gives them more time to read and react while still offering challenges.

Go home

Unto The End has a simple story: Go home to your family.

You are not a trained knight or a legendary hero, but a decent warrior with a sword. We wanted the gameplay to be about players, their observations and actions.

Father, mother, daughter

The world is foreign to his father, he is full of non-linguistic creatures, history and events are already in motion. When you get home, you’ll encounter the aftermath of battles, fall into creature nests, and wander into angry troll hideouts. Throw players into these situations so they can experience the world directly without warning. The goal was to create a world larger than the father, a world that feels alive, a creature with its own plans and aspirations, a world that the father happens to pass through.

Early concept of lost temple

Take risks

We worked really hard to make something different. Unique combat, no HUD, cinematic paced sword fighting action, and a story told in a game-only way. For the past four years, we have endeavored to provide a unique playing experience every day. Enjoy Unto The End, which will be released on December 9th.

If you have any questions, please drop them below. We will do our best to answer without any loss. If you haven’t seen it yet, see the trailer at the top of the page. Sarah and I will talk a little more about design thinking and show off a lot of new gameplay.

Unto The End journeys to PS4 December 9

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