Infinite: Beyond the Mind Interview – Combat, Art Style, Length, and More

Infinite: Beyond the Mind developer Emilie Coyo speaks with GamingBolt about the recently released action platformer.

Posted By | On 12th, May. 2020

Infinite: Beyond the Mind Interview – Combat, Art Style, Length, and More

We’re always down for a good, slick 2D action platformer, and that’s exactly what Infinite: Beyond the Mind promises to be. Fast traversal, various abilities to use, a variety of enemies and bosses, and a gorgeous pixel art style sounds like a recipe for a good time, and that’s all accounted for here. Curious to learn more about the game, we recently sent across some of our questions about it to its developer, Emilie Coyo. You can read the full interview below.

NOTE: This interview was conducted prior to the game’s launch.

infinite beyond the mind

"The game is designed to be fun to play, for both 2-player co-op and those looking for a solo experience."

Given Infinite: Beyond the Mind’s dual character approach, is it a game that you’d say is better enjoyed in co-op, or is playing through it solo just as viable an experience?

The game is designed to be fun to play, for both 2-player co-op and those looking for a solo experience.

How does the game balance the split between combat and platforming?

Players will need to excel in both combat and platforming to make progress.

How much do Tanya and Olga differ from each other in terms of gameplay?

Tanya and Olga share the same power from their bond, so their abilities are equally matched.

Can you talk about how much variety players can expect from the game in terms of bosses and enemy design?

Players can expect a large variety of bosses and enemies that range from mercenaries, fantasy creatures, aliens, monsters, robots and spiritual beings.

infinite beyond the mind

"This idea actually came to my mind when I first started playing Advance Wars and Metal Slug. Inspired by the rich, beautiful aesthetic of these games, the chibi characters and pixel art style I’ve used in Infinite: Beyond the Mind was something that just came naturally to me."

What’s the approach that Infinite: Beyond the Mind takes to how challenging it will be?

As the player progresses through the game, the more enemies you will encounter and need to defeat. With faster boss attack patterns and platforming that gets increasingly trickier to cross, players will get to enjoy the challenge of dodging intense enemy fire and developing quick reflexes to triumph in later boss fights.

How did the idea to blend chibi characters with pixel art come about? Was there anything in particular that served as inspiration?

This idea actually came to my mind when I first started playing Advance Wars and Metal Slug. Inspired by the rich, beautiful aesthetic of these games, the chibi characters and pixel art style I’ve used in Infinite: Beyond the Mind was something that just came naturally to me.

About how long will an average play through of Infinite: Beyond the Mind be?

For players more experienced with 2D platformers, you can expect about 1½ hours of play.

Something that the PS5 and the Xbox Series X are both going to have is a Zen 2 CPU – how big of a leap is it over current-gen hardware in your view, and how is it going to help development?

It seems to be quite a big leap. We would probably see an increased level of details in games.

Backward compatibility is something else both new consoles are banking on quite heavily. How much of an impact do you think it will have from the perspective of both developers and consumers?

This is a good thing, it means that new players will still be able to re-discover old games!

infinite beyond the mind

"PS5’s haptic-enabled controller will give the player a new form of feedback, but we have to see how games will take advance of this new controller."

What’s your take on the PS5’s haptic-enabled controller? Do you think it’s something that can significantly add to an experience, or is it just going to be a novelty?

This seems to be interesting. It will give the player a new form of feedback, but we have to see how games will take advance of this new controller.


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