Helheim Hassle Interview - on an AST - Helheim Hassle - Video Pavel News, Instructions, Exemplary procedures, reviews and cultu


The creative director of Helheim Hassle, Ozan Drøsdal, talks to Helheim Hassle about the puzzle adventure.

Humor, a bright and lively visual style and puzzles based on a bizarre premise are just some of the things that promise developers Perfectly Paranormal with their upcoming narrative puzzle adventure Helheim Hassle. If you give the players the opportunity to solve and combine limbs to solve themselves to solve puzzles and move through an interesting story, there are certainly many who promise unique things, and so more about the game and the out of this Resulting developments to learn We recently sent some of our questions to the development team. You can read our interview with Ozan Drødal, the creative director of Perfectly Paranormal.

"Considering the mere size of Helheim Hassle Compared to the sheer smallness of our team, we could never create it without first learning to be efficient. "

_ Manual Samuel _ was a game that started with a pretty bizarre premise and then absolutely ran, and it looks like Helheim Hassle is on the same way. How much do you have experienced manuel Samuel influencing Helheim Hassles development, and how much do the two games have in common?

We have learned a lot of discipline through the work _ Manual Samuel_ Although the silly sounds, considering how stupid it is. But the point is that since _ manual Samuel_ was our first game, we have made many things for the first time. And since we still find out things, our workflows were quite sloppy and inefficient. In view of the size of Helheim Hassle Compared to the sharpness of our team, we could never create it without first learning to be efficient.

What the games have in common makes us more efficient. The sound is quite the same, easily adapted to the better based on _ manual Samuel_ reception. The art style and animations are cut from the same substance. The absurd gameplay in connection with body parts is also a similarity.

How did it come to the central premise of the game that a protagonist limbs solve limbs and thus can solve puzzles?

Many things have brought us to land on the nature of the game HH turned out. We wanted the gameplay back to the human body. Both because it is a universal topic that everyone can understand / understand, and because it could be recognizable for anyone who has played SAM.

Then there was a review of _ manual Samuel_ That went like this as "handüb Samuel is a game where your limbs have their own life. "We did not necessarily agree with this description, but we thought, what if we would actually do a game where every member has one's own life?

What variety can the players expect from the puzzles of the game?

We have different types of puzzles. First of all, we have the regular puzzles, which are platform puzzles and it's about which body part combinations you should use with which puzzle mechanism should be progressed.

The second type of puzzle we have are the narrative puzzles. These are usually started by a character you meet on your way, and you have to do something unique to progress. You probably have to rely on extremity combinations, while in advance specified puzzle mechanics play a smaller role.

We have a number of secrets in which the mystery finds out how to reach this secret.

Then we have secret puzzles, these are optional and usually much more difficult than the puzzles you might meet in the main history of the game. These secret puzzles can be both platform puzzles and narrative puzzles.

Then there are the not so secret optional puzzles, which normally reward you with an object or a collector's item. This too can be both platform and narrative puzzles. Some of the optional puzzles have nothing to do with limbs. You may need to do something completely different. And now the word puzzle has lost its whole meaning. Puzzle puzzle.

"Already since Helheim Hassle is primarily a narrative adventure game in front of a puzzle, where you should scratch herself tallow on the head for half an hour. We decided to make the puzzles in the main story as easy as possible. "

Puzzle-oriented games often have to find a very slim balance between them challenging and yet not dull - what is helheim hassles approach in this regard?

Already since helheim Hassle is primarily a narrative adventure game in front of a puzzle, where they should scratch his head half an hour. We decided to make the puzzles in the main story as easy as possible. They start super simple and gradually becomes more complicated when unlocking more limbs and puzzle mechanics. However, they should only show them what they can do with a specific body part combination or a new puzzle device.

These puzzles are intended for the players who only want to go through the story to see what happens next. But of course we have a few puzzles that sind developed so you scratch his head for half an hour when they are interested in such a thing. These puzzles are often secret or optional, but they are there for everyone impressed by them!

I try to say that all compulsory puzzles hopefully can be easily solved without too many problems, and all optional puzzles are intended for players looking for a challenge.

_ Helheim Hassle _ It looks like it would have been a lot of personality and charm of what we have seen so far, and much seems to come from his aesthetics and his art design. Can you talk about the process of landing on the appearance of the game?

On _ manual Samuel_ We spent a lot of time to make it look like an old cartoon network cartoon from the Hanna Barbara era.

To Helheim Hassle We wanted the same mood, but just a little more modern. Instead of inspiring us from cartoons from the 50s, we were inspired by Cartoons from the early 2000s Samurai Jack.

About how long will an average playing of Helheim Hassle be?

It's difficult to say. Some people spend a lot of time with explorations, other races like hell. If you skip any intermediate sequence, ignore everything optional and solve each puzzle as you have designed it should take about 2-3 hours.

If you solve puzzles in an average pace and with moderate explorations, you should be able to see the credits in 5-7 hours. If you want 100%, you have to play much longer.

Will the game Xbox One X-specific improvements contain? Are 4k / 60 fps on the cards?

We strive this, but it's a bit too early to be sure if we will land here.

"Both the PS5 and Xbox Series X seem to be very efficient and go far beyond the skills that are required for everything we will make for the foreseeable future!"

How is the game running on the original Xbox One in terms of frame rate and resolution?

To be honest, we have not tried to start the game on the original Xbox One, but we expect it to run pretty smoothly.

What is the docked and non-docked resolution and frame rate of the switch version?

The current non-docked frame rate is currently 48 fps at a resolution of 1280 × 720. In the docked version it runs approximately the same, but at 1920 × 1080.

The PS5 has an incredibly fast SSD with a read border width of 5.5 GB / s. This is faster than anything available out there. How can developers use this and what will result from it?

The most technically most demanding parts of our games are usually the particle simulations that occur when a character is queried. I'm sure developers with their games with that - how did you call it? - The read border width of GB / s.

The PS5 has up to 10.3 tflops, while Xbox Series X has 12 Tflops. There is a difference there, but do you think that such a difference is important in the long run?

We really do not do that. Both consoles seem to be very powerful and go far beyond the skills we need for foreseeable time for everything!

Speaking hardware next generation: PS5 and Xbox Series X will both have a Zen 2-CPU - how big is the jump over hardware of the current generation from your point of view and how will it help in development?

The vomit in our next game will look fantastic and run. Like 60 or maybe 120 fps vomiting, silky smooth. Seriously, the faster processors are always a plus as they facilitate development.

What do you think about the Tempest engine on the PS5 and how will that affect the audio on the PS5?

3D sound is cool, so we are sure he will be fantastic when we play games that use it. However, it will not be something that we will use it Helheim Hassle is just a 2D game.

"3D sound is cool, so we are sure he will be fantastic when we play games that use it. However, we will not use it. "Helheim Hassle is just a 2D game. " The Xbox Series X is almost completely backwards compatible, up to the original Xbox, while the PS5 is only downwardly compatible with the PS4. What do you think about it as a player? It is a little disappointing to hear that we still can not use our PS2 libraries without wipeing the old PS2. It is exciting to hear that we can use the original Xbox games for the X. But I assume that the console to be chosen always runs out of the current generation of games anyway. Or you can always get both if you save how crazy!

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