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Fretless

Du kan klappa hunden i Fretless

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Under vårt besök på Gamescom i slutet av augusti fick vi chansen att snacka med Ritual Studios, utvecklaren bakom det kommande och lovande Fretless. Under vår session med teamet fick vi även prova på spelet samt ställa frågor till engineering designer Maximilian Lubbers och artist Connor Smith.

I intervjun frågade vi paret om hur striderna och däckbyggandet i Fretless fungerar och hur teamet arbetat med musikaliska ögonblick och designval. Lubbers svarade:

"The deck building mechanic is because there's definitely a plethora of abilities for your single character that we'd like players to have access to and feel like they're in control of customizing their build in such a way. In terms of combat, as a music game we definitely knew we wanted to incorporate the expected, such as a rhythmic event, but we didn't want to go into a full rhythm game. So we mixed in the deck building and the turn-based combat for the strategic element with the rhythm component to exercise your skill, something players would expect in a music game."

Smith hade också lite att förtälja på temat och fyllde därefter i:

"As an artist, I'm trying to infuse all these moments of cool combat with little bells you can hit that make noises. You can pet the dog. All these other aspects that we love from other video games, but having musical themes throughout everything. So all the enemies are musically based. Instead of swords and shields, you have guitars and you're playing with riffs and stuff like that. You have guitar picks as the currency. Every aspect of the game, I feel like, is musically inspired."

Kolla in hela intervjun med Ritual Studios nedan för att få lära dig mer om Fretless och när det kan tänkas släppas till PC.

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Fretless

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Under vårt besök på Gamescom i slutet av augusti fick vi chansen att snacka med Ritual Studios, utvecklaren bakom det kommande och lovande Fretless. Under vår session med...



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