FALL GUYS
059
Debuting as part of August’s PS Plus
lineup, the round-based multiplayer
title quickly enjoyed meteoric success.
We ask the developers about the
challenges of developing a live game
that quickly gains a huge audience.
“I think a big thing is steeling
yourself for the feedback that you’re
gonna get,” Walsh tells us, “because as
the audience grows you are going to
get people who love the game, and
you’re going to get people who don’t
like the game and you’re going to get
people who have very, very strong
opinions on the internet about every
single thing that you do.”
But the team at Mediatonic aren’t
letting that deter them as they plan
the game’s future.
“The fun thing about Takeshi’s
Castle is you never know what’s
coming next,” Walsh begins, “and we
want to make sure that that feeling
continues to be the case with Fall
know what it feels like to be an
overweight, middle-aged Japanese
businessman at the start of a muddy
obstacle course that’s probably
gonna ruin my life.’” Truly,
Mediatonic has realised this very
specific vision. (If you’re still a bit
perplexed, read on, and make sure
you check out our online review
starting on p84.)
n the off-chance you’re
unfamiliar with the
feel-good smash hit of
the summer, Fall Guys’
lead game designer Joe
Walsh will get you up to
speed: “The initial [pitch for the]
design of the game was ‘Takeshi’s
Castle is amazing and I want to
O
FALL GUYS
059
DebutingaspartofAugust’sPSPlus
lineup,theround-basedmultiplayer
titlequicklyenjoyedmeteoricsuccess.
Weaskthedevelopersaboutthe
challengesofdevelopinga livegame
thatquicklygainsa hugeaudience.
“I thinka bigthingis steeling
yourselfforthefeedbackthatyou’re
gonnaget,”Walshtellsus,“becauseas
the audience grows you are going to
get people who love the game, and
you’re going to get people who don’t
like the game and you’re going to get
people who have very, very strong
opinions on the internet about every
single thing that you do.”
But the team at Mediatonic aren’t
letting that deter them as they plan
the game’s future.
“The fun thing about Takeshi’s
Castle is you never know what’s
coming next,” Walsh begins, “and we
want to make sure that that feeling
continues to be the case with Fall
knowwhatit feelsliketobean
overweight,middle-agedJapanese
businessmanatthestartofa muddy
obstaclecoursethat’sprobably
gonnaruinmylife.’”Truly,
Mediatonichasrealisedthisvery
specificvision.(Ifyou’restilla bit
perplexed,readon,andmakesure
youcheckoutouronlinereview
starting on p84.)
theoff-chanceyou’re
nfamiliarwiththe
eel-goodsmashhitof
hesummer,FallGuys’
eadgamedesignerJoe
alshwillgetyouupto
speed:“Theinitial[pitchforthe]
designofthegamewas‘Takeshi’s
CastleisamazingandI wantto
FALL GUYS