Monster Hunter was a “big inspiration for both co-op combat and weapon design” on Dead Cells dev’s new roguelike: “The depth of each weapon means there’s always more to learn”

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When we spoke to Dead Cells developer Motion Twin about the studio’s new roguelike Windblown, an unexpected influence came up: Monster Hunter. Ahead of Monster Hunter Wilds, the series’ sterling weapon design pushed devs like Thomas Vasseur to revisit the weapons in their own game, amid several design iterations, and give them some more oomph. 

“I was also playing Monster Hunter, and the weapons are so incredible in this game that it was impossible for us to do nothing about those weapons,” Vasseur said. Fellow dev Yannick Berthier notes that the team had tried three or four different weapon systems before settling on the version that’s now in the early access build of the freshly launched roguelike, which encourages players to combo two weapons together in “Alterattacks.” 



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