![]() This version of the game apparently falls into the studio’s sweet spot between the. ![]() Extremely OK Games is well known for its brutally difficult platformer Celeste. Not quite, you see: Most of the details remain blurry in my mental image, and I think many of the details will change along the way. But I can see the overall look and feel good about its direction.” It is our duty to make this pure, ephemeral mental being into a real, imperfect and human being. We hope some of you will ultimately enjoy what we create. No release date or platform has been determined for Earthblade. For the time being, we have to be content with the only media below. Very OK Games also specified that the following information about this project would be time consuming.Earthblade is the next game from the developer behind celebrated trans platformer Celeste. It took us 4 prototypes to find Earthblade, and it’s now been over 3 years since Celeste’s initial release, Thorson continued. Įxtremely OK Games released a teaser for the new project, including poster art and music from Lena Raine.ĭescribed as a “vibe reveal”, the blog post is from trans director of R&D Maddy Thorson. There are no firm plans for a release date currently, with. More details on Earthblade won’t be announced for a while, but this teaser hints at the direction the team is heading. It’s been three years since the release of Celeste and the team have worked on four different prototypes before settling on Earthblade. “Finding the right project is hard! It has to hit that tiny sweet spot between the unknown and the comfort zone,” explains Thorson. “The unknown is exciting, but scary and difficult. Extremely OK Games (exokgames) ApEarthblade Release Window The developer explains that since the release of Celeste over three years ago, it’s been through three prototypes before settling on Earthblade. The comfort zone is safe and easy, but boring.”Ī tweet from the developer describes Earthblade as “A 2D explor-action game in a seamless pixel art world.”Ī 2D explor-action game in a seamless pixel art world. As for a release date, the Celeste developer is keeping its cards close to the chest, proffering up a vague ’20XX’ launch. The next release from the Celeste team, coming 20XX. Now it’s our job to turn this ephemeral, pristine mind-object into a real, imperfect & human actual-object.” No other details on Earthblade have been revealed, but as Thorson notes: “I can see the general shape of it, and I feel really good about where it’s going. The reveal shows some gorgeous painted art with an eerie green glow and what looks like a giant sword in the background.īetween the art and the harp music, we’re getting some Secret of Mana meets Final Fantasy vibes. The studio’s previous release Celeste was highly acclaimed for its challenging yet accessible gameplay and emotional narrative of overcoming personal odds. Thorson later revealed the game’s protagonist, called Madeline, is canonically trans in a personal blog post of self-discovery. “During Celeste ’s development, I did not know that Madeline or myself were trans. During the Farewell DLC’s development, I began to form a hunch. Post-development, I now know that we both are,” they write. You can read the full Earthblade blog post here. I think that's a really fascinating and powerful idea, but I would also be very surprised if it were actually something new and unique.For more LGBT+ gaming news follow Gaymeo on Facebook. In this way, Celeste works on the player's intent, rather than sticking to the hard rules of its simulation. The game "realizes" what the player is trying to do, and allows them to do it, rather than punishing them for being off by a few frames/milliseconds. That last point is the most blatant example of what I am talking about. If the player tries to jump just a few frames before hitting the ground, the game will recognize their intent and perform the jump automatically once the player hits the ground. ![]() Dashing into a corner will gently curve the player around the corner rather than bringing them to a hard stop.The player can jump even a few frames after they have left a platform.What the developer is talking about in this quote are a few hidden features of Celeste that make the game more forgiving. I recommend watching the entire video (and all of GMT's other content), but there's this fascinating point in the video, around the eleven-minute mark, when one of the developers of Celeste says "It's like working on the player's intent rather than making it a precise simulation". Today I rewatched the Game Maker's Toolkit video on Celeste: ~games.game_design Ask (survey) Today I rewatched the Game Maker's Toolkit video on Celeste: Why Does Celeste Feel So Good to Play? I recommend watching the entire video (and all of GMT's other content), but there's this.
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