![]() It’s not just shifting sand dunes, with mountains, rocky outcroppings, villages, ruins and plenty more giving this world an engaging visual style. There’s a fantastic sense of scale to the open world of Atlas that’s only enhanced by your ability to very rapidly get around it by surfing across the sandy dunes. So if you explore off the beaten track, it might still end deadly! But while challenges on the main path should always be balanced in a way that they can be overcome without expert skills, we placed further tricky challenges to the side of the path. Atlas Fallen solves this by splitting its world into different bigger areas, each offering multiple hours of content. And that obviously comes with a challenge for balancing the difficulty. Levels are no longer mazes with an optimal path, instead they are wide areas where players can freely choose what to tackle next. In direct comparison to the Surge games, Atlas Fallen is way more open and extends an invitation for exploration – it’s one of the core gameplay pillars. This opened new opportunities for level design. When designing a game without the more strict souls-like rules, which feel punishing to some players, for example restarting at campfires and losing progress, it means that we needed new but equally convincing rules instead. From genre newbie to seasoned veteran, everyone should find the challenge level they are looking for with Atlas Fallen.Īs an extension of the previous question, seeing as Atlas Fallen is, unlike your past games, not a Soulslike, how differently is it approaching difficulty? Therefore, we now have three different difficulty levels. In contrast, the main goal for Atlas Fallen was to create a game that reaches a wider audience but offers an approach that makes everyone intrigued by the setting and the mechanics. This was something we especially noticed when we proudly showed our work to friends and family members and saw them struggle. We loved the way they engaged with our projects and the enthusiasm they brought, but we also discovered that many other gamers gave these games a shot but they were discouraged by the steep learning curve. We learned that challenging games target a very passionate but specific audience. ![]() What was behind the decision to try out something new and different with Atlas Fallen? ![]() Levels are no longer mazes with an optimal path, instead they are wide areas where players can freely choose what to tackle next."Īfter Lords of the Fallen and The Surge, there was perhaps an expectation that Deck13 would continue developing Soulslikes. "In direct comparison to the Surge games, Atlas Fallen is way more open and extends an invitation for exploration – it’s one of the core gameplay pillars. Below, you can read our interview with Deck13 managing director and Atlas Fallen creative director Jan Klose. ![]() It’s looked like a promising prospect in all that’s been shown of it so far, and ahead of its launch in August, we recently reached out to its developer a few of our questions about what will make Atlas Fallen tick, what’s setting it apart from Deck13’s previous offerings, and more. Atlas Fallen will be transporting players to a a unique fantasy setting that’s buried under a sea of sand, and it’s bringing with it the promise of high-flying super-powered combat, an emphasis on exploration on a wide and semi-open world, support for co-op, and more. Over the course of several years, Deck13 has delivered solid Soulslike games with the likes of Lords of the Fallen, The Surge, and its sequel, but the studio is heading into uncharted territories with its next outing. GamingBolt interviewed creative director Jan Klose about Atlas Fallen: Atlas Fallen Interview – Combat, Setting, Player Choice, and Moreĭeck13 managing director and Atlas Fallen creative director Jan Klose speaks with GamingBolt about the upcoming action RPG.Ītlas Fallen Interview – Combat, Setting, Player Choice, and More
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