Referencing our conversation and interviews with Derek I read about Spelunky 2's design choices I wrote a series of slightly leading questions to guide a voiceover for Derek to record. With all this in mind I pitched the dev commentary trailer idea, with this Creature in the Well trailer as inspiration. Also, since people go out of their way to watch a live event, they want something worth their time, not just some trailers they can watch on a YouTube channel (though it seems highly anticipated big budget AAA game trailers are the exception) People also bounced off of presentations which felt impersonal and corporate. If you haven't read it, my key takeaway is people don't like things which "feel like advertising." Seems like an odd thing to say since a livestream event is literal advertising, but I take that to mean people don't like when something feels like it's designed to primarily benefit the ADVERTISER not the AUDIENCE. This research is what spawned this newsletter post about making trailers for live events! I wanted to make a trailer best suited to the livestream format and audience. When the State of Play opportunity arrived, I put my initial idea aside and started researching the reaction to previous State of Plays as well as Nintendo Directs and the Xbox 20/20. I wanted to bottle up this feeling into the trailer, but a montage of player deaths and failures felt like it would have the opposite effect. I really wanted people to laugh when they saw a Spelunky death in the trailer, not get turned off. In our conversation and press interviews, Derek mentioned his goal of making the game more approachable and fun for people who bounced off of the original (all while balancing it with the signature amount of challenge)Īs a huge fan of the original game, I knew the vast majority of the time, my reaction to dying in the game was laughter at myself, and almost never frustration or anger. I knew hardcore fans would be interested no matter what gameplay we showed my main concern were potential new fans who'd heard the original game's reputation for being very difficult game. Wikis like this one rely on readers getting involved and adding to and improving content.Before receiving this opportunity to feature Spelunky 2 in PlayStation’s State of Play show for August 2020 I'd already been talking with Derek Yu about trailer ideas leading up to Spelunky 2's release. The Spelunky Wiki is a collaborative community that anyone, including you, can help expand and build upon. A grand total of 26,724 edits have been made on 5,009 pages! The expanded HD version is available on multiple platforms, including Steam, GOG, the Xbox Live Arcade and the Playstation Network. The original PC game, Spelunky Classic, is freeware available from Spelunky. The gameplay is like a combination of NetHack and La Mulana. Spelunky is an award-winning roguelike/platformer game made by the indie developer Mossmouth. It was nominated for Best Indie at The Game Awards 2020. Like its predecessor, the gameplay is like a combination of NetHack and La Mulana. Spelunky 2 is a roguelike/platformer game from indie developers Mossmouth and Blitworks. Please be mindful of any unmarked Spoilers. This wiki is intended to be a complete index of all three Spelunky games.
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