Annapurna’s Solar Ash is an action platformer in a dreamscape

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Annapurna Interactive stated that its Solar Ash action platformer is coming to the PlayStation consoles and the Epic Games Store on October 26.

The game is the most up-to-date title from Heart Machine, the creators of the award winning 2016 game Hyper Light Drifter.

In this 3D third-particular person action platformer, players have to navigate dreamscape worlds filled with sunken cities, water shelves, and risky lava zones.

You play the function of a Voidrunner named Rei who traverses by means of the risky biomes on a surreal journey although dealing with enemies from the Ultravoid.

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Rei’s mission is to save the planet from the ever-hungry Ultravoid. It has fluid acrobatics and rapid-moving scenes. You have to fight off mobs of grotesque creatures. The art style has lots of splashes of neon colors.

Alx Preston of Heart Machine stated in an interview that the game has a mix of inspirations from The Shadow of the Colossus, Super Mario Galaxy, and Jet Set Radio.

“It’s about people struggling through kind of vicious cycles,” Preston stated. “It’s about knowing somehow knowing when to let go, but still pushing on brazenly, and maybe recklessly without fully understanding the situation.”

Image Credit: Annapurna/Heart Machine

There are components of denial and trauma that propel the hero forward.

“You have to try to reconcile those things, as a person and on a personal level, even in a very grandiose and fantastical space,” Preston stated.

As for going with Annapurna as the publisher, Preston stated they provided a fantastic deal and he liked working with the group.

“They let us be autonomous and make the decisions we needed to make,” Preston stated. “We learn from them, and they have given us a lot of creative freedom to just do what we need to do.”

Hyper Light Drifter was a pretty effective game that enabled the enterprise to attempt a bigger-scale project, Preston stated. The group has 25 folks, and the game has been in the performs for about 4 years.

“We had to hire up and make sure we had the right folks to do something in 3D rather than 2D,” Preston stated. “A chunk of the time was spent in experimentation and team building.”


Originally appeared on: TheSpuzz

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