Second Sun looks to be an excellent shooter blending some of the best elements from a lot of popular genres. It’s juggling a lot- open world, agile movement based action, RPG style progression, procedural generation for its world (with fixed landmarks), a narrative focus, and a lot more in addition. How does a game tackle so many disparate, often contradictory elements? We recently had the chance to speak with developer Grey Wolf Entertainment’s studio lead Mike Domingues, who walked us through all of this.
"Like in so many games that have inspired us in the past, motion is key in Second Sun. We got our main inspiration for the movement from old-school shooters like Doom, Quake, and even Hexen."
Second Sun is emphasizing agile movement and quick combat. Can you speak a little bit more about that and how it will impact the moment-to-moment gameplay experience? What should players expect specifically where the movement options are concerned and the role they will play in combat
Like in so many games that have inspired us in the past, motion is key in Second Sun. We got our main inspiration for the movement from old-school shooters like Doom, Quake, and even Hexen. We took that frantic, fast-paced nature and decided to mix it with RPG elements – skills, abilities, loot – which all work together in symbiosis.
Just like in these 90s classics, movement is still key, but so is the viscerality and pace of combat. Item and skill progression contribute to, among other things, a more varied and less static & repetitive experience while also adding another motivation to slaughter hordes of enemies.
What can you tell us about the variety of weapons that players will be able to use in the game? How will skills and abilities come into play?
We tried to go for a unique combination of magic-based combat and more traditional firearms. Weapons range from magic wands and staves to heavy machine guns and crossbows. Just like abilities, some weapons are exclusive to specific classes.
Skills and abilities are very important ways of gaining an edge in combat, especially in hairier situations. These can range from dashing – which is very useful when it comes to dodging enemies – to blasting your foes with a rain of meteors.
Second Sun is promising rewarding progression mechanics. How expansive will these systems be, and how much freedom will players be afforded in tailoring their build, especially with the different classes available?
Each class has a unique skill tree and unique weapons and items, allowing for unique playstyles that all require a slight adaptation of the player’s approach. This means each class will play differently! At the same time, it allows players to figure out what loadout works best for their respective classes and streamline their personal, optimal build.
"The narrative is not the number one focus of the game. We spent most of our attention on getting the combat and loot right. But while that is true, we still put a lot of thought into crafting an interesting world to explore and an intriguing story to follow from start to end."
How much emphasis is Second Sun placing on storytelling? Is the narrative going to be a crucial part of the experience, or is it meant more as background setup for the world in an otherwise gameplay-driven experience?
The narrative is not the number one focus of the game. We spent most of our attention on getting the combat and loot right. But while that is true, we still put a lot of thought into crafting an interesting world to explore and an intriguing story to follow from start to end. Rowen is a vibrant place, full of interesting characters that you’ll get to meet as you unravel Second Sun’s storyline. The same goes for side quests and other, smaller stories found throughout the game.
All this could only be achieved by building a world that was interesting in and of itself.
What should players expect from Second Sun’s open world in terms of its size and the diversity of environments?
Keeping players hooked in an open world is a huge challenge for any team. Our goal with the world of Second Sun was content over scale. We had to take these areas and fill them with interesting things to find, enemies to fight, and plenty of opportunities for more loot.
We also tried to make it as diverse as possible. During your playthrough, you’ll come across different regions and traverse anything from forests to deserts, each with their own unique landmarks and characteristics.
What can you tell us about how the game uses procedural generation in its open world map?
For each new playthrough, different points of interest are randomly generated and placed around the map. Players can therefore experience Second Sun again, with slight tweaks and fresh opportunities for extra loot, XP, and even companions.
"We aim to have at least 12 hours for the main campaign. Additionally, you’ll be able to add several more hours to your playthrough through side quests and other types of side content."
Roughly how long will an average playthrough of the game be?
We aim to have at least 12 hours for the main campaign. Additionally, you’ll be able to add several more hours to your playthrough through side quests and other types of side content. If you’ve made your way through all of that, there will be an endgame, which is virtually infinite.
Do you have any plans to eventually also bring the game to consoles?
At the moment, we’re focusing all of our resources on the PC version of Second Sun. While there are no concrete plans for a console port, we don’t want to rule anything out. We’d love to bring our game to as many players as possible, so if there’s enough demand, who knows?
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