Jessica has written for online outlets since 2008, and she joined Engadget in 2015 after four years as senior reporter at Joystiq. As Engadget’s primary video game editor, her work spans reviews, interviews with prominent developers, in-depth articles about indie creators, and videos on industry trends.
is as precise as it is ridiculous, and this is exactly what makes it so damn delightful. During my 30-minute demo at Summer Game Fest, I crashed into spiky obstacles, flew off the side of sky-high platforms, bounced into deadly projectiles and popped my little robot protagonist like an overinflated balloon — and I could not keep the smile off my face the entire time. The art style, sound effects and animations inare infused with childlike joy, taking the sting out of each failure.
“Usually games use like one or two mechanics really well, and they build up on top of that, but this is really more about us rebooting everything for every planet, and just keeping Astro and the crew as the center point,” Doucet told Engadget at SGF. “But it's something we decided from the beginning, that maybe as a result, it won't be like a 50 hour game — but that’s okay. It's better to have 15 hours of constant renewal than 30 hours where you feel like, sometimes, it drags a bit.
“The silliness usually comes from animation and the visual side, whereas the tightness of the gameplay comes from the engineering and really the game design and programming,” Doucet said. “If I go back to the origins of, before being a funny-to-look-at platformer, it was actually a platformer that feels good, where the jump lands exactly where you want and starts when you want. Your input lag and all of that was really the focus point.
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