![]() ![]() “We’re aiming for three weeks per new character release, until we are at the point where we're around 20 to 25 characters, and then we intend to slow down to probably around half that rate or a little lower,” explains Andrus. With this laser-focus on characters, then, it should be no surpirse that the studio is going hard on character updates post-launch. When we create a character we keep this idea in mind 'if this character was the main character of their own anime, could they have a full season?'” Fan art for the characters already is flowing free online, which is a good sign! | Image credit: “Our hope is we can make an IP that can last for Omega Strikers, future games we make, and we're making the first steps towards other media like anime and other things. He points out Arcane, the popular League of Legends animated series, and how it made the featured characters more important to their player base. “A big part of the fun of playing a character-based game is a relationship that you feel like you're building with a character in the game,” Andrus states excitedly. Lovable and appealing characters that players can genuinely connect with. It's like people don't want to be told they have to buy a console if I want to play that game or they have to be on my phone,” Henkel adds.īut there’s one more aspect Odyssey Interactive favours highly in its bid to make a mark in this super competitive space, something the team (composed of former League of Legends staff brought with them from Riot Games) values very highly indeed: characters. “By being crossplatform, you can be wherever the players are. “Make everything seamless, make it so that you know what you're getting into when you play the game and it never feels like we're trying to, you know, 'nickel and dime' you along the route first for other things.” “We're trying to do like cross platform cross progression in a way that's just easy,” Andrus elaborates. In their eyes, another boon to Omega Strikers is crossplay between all platforms, something the team believed crucial for the accessibility and overall appeal of their game. There’s no BS in Omega Strikers: the gameplay is the thing that should sell you.” “I'll say that's something that we've been very lucky and privileged to be able to just lean on. ![]() “The biggest thing is, honestly, authenticity from a dev,” states Andrus. That, in their mind, is what modern audiences want. Their answer? A focus on gameplay, rather than the “BS” patterns you see elsewhere. ![]() You can watch the trailer for Omega Strikers here! The game has come a long way since last year, but I wanted to grill the group on how Omega Strikers would keep people playing in the months post-launch – something that has probed to be a pitfall for many of their peers. This week, at GDC, I was able to jump in yet again, and chat to the trio of Odyssey Interactive marketing director Ryan Rigney, co-founder Richard Henkel, and fellow co-founder Dax Andrus. I had a chance to play the game during the PC beta late last year, at which point I made note of the solid foundations at the heart of Omega Strikers. With its cocktail of sports, fighting game-adjacent action and character-based teamplay, is diving headfirst towards release. Omega Strikers, launching this April to all platforms, is rushing in nonetheless. All games release at risk of failure, but the competitive multiplayer space has proved a no man's land for many a promising game over the last few years. It’s a dangerous world out there for the indie developer looking to make a splash with a new live service game.
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