2019-03-01_Official_PlayStation_Magazine_-_UK_Edition

(sharon) #1
071

INDIE GAMES


OPM: What do you think
indie games offer that
Triple-A ones can’t?
Michael Angst: Because
players often view indie
games with a lens that
prioritises individuality and
innovation over scope of
production, there is an implicit
invitation to take chances with
themes and perspectives that are
under-explored in the medium.

OPM: Never Alone featured a lot
of documentary snippets. How is
this carried on into Beyond Blue?
MA: Through Ocean Insight videos
that will feature original footage
from the BBC’s Blue Planet II

production, players will witness the
diverse natural life featured in the
game through stunning real-world
footage and meet the scientists and
explorers working on the cutting
edge of ocean exploration who have
helped guide our creative decisions
during production.

OPM: Will being set in the near
future affect Mirai’s journey?
MA: The scientists that are helping
to guide our creative decisions are
hopeful that the pace of
exploration and increased
understanding of our ocean will
greatly accelerate over the next ten
to 15 years as technologies that
promise to help overcome some of

challenges to exploring this vast
world can be put into practice at
meaningful scale. In addition to
wanting to build excitement for
this potential renaissance in ocean
exploration, we chose a near and
plausible future to invite our
players to consider a future for our
ocean in which we all have real
agency in affecting.

OPM: What do you hope players
take away from Beyond Blue?
MA: An expanded sense of wonder
for the beauty and mystery of our
natural world and an expanded
appreciation for the amazing
contribution that modern scientists
and explorers make.

QA&


Super Meat Boy Forever


T


hat slab of meat is back, and
we really did miss him in a
way. For many, the original Super
Meat Boy defined a whole era of
hard-as-nails slick indie
platformers when it became a
darling back in 2010.
But now he’s redefining what it
means. It’d be easy for Team Meat
at some point in the last few years

to have just turned around a Super
Meat Boy 2 with new levels and
features. But that’s not what
Forever is. It’s taking the core of
Super Meat Boy and using it to
explore something different.
Stripping down the sometimes
complicated and intimidating
controls of indie platformers to
just two buttons, it’s more

approachable than ever. You simply
have one button that makes your
character jump (or punch, when in
the air), and another for sliding.
But you use that simple toolset to
traverse levels (an endless supply of
them) that feel just as compulsive
and challenging as the original
Super Meat Boy was at its peak


  • it’s pure mechanical ingenuity.


FORMATPS4/PLAYERS 1 /DEV TEAMMEAT

Two buttons good


Platforming


Sliding
Blood trail

Meaty


Sawblades


Two but tons


Tension

Jumping


Beyond Blue


Director Michael Angst talks about how working with the BBC
allows E-Line Media to dive deeper for its next game

“LEVELS FEEL JUST


AS COMPULSIVE


AND CHALLENGING


AS THE ORIGINAL


SUPER MEAT BOY’S.”

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