Maybe you'll be making similar comments or quips, while playing the game. My opinion has always been that if you're playing with a friend, you'll be having those conversations in real life. One of our big discussions regarding tone has always been if we should have the characters quipping at each other, like you'd get in the best buddy cop movies. #RICO LONDON PLATFORMS SERIES#Q: In regards to the buddy cop feel that the cooperative mode is going for, did you take any particular narrative inspiration from outside media for it? Did you take the aesthetics, narrative elements, or even tone from classic buddy cop movies, or was it more inspired by UK police procedural series like Line of Duty or Luther?Ī: There's bits of both in it, I suppose. It's also made things easier for us tom as it's allowed us to be more generous with the slow motion, and have it a lot more often because players will be a lot more familiar with what their partner is doing at any given time. That was sort of a shame, because it stopped that feeling of working back-to-back all the time. You'll always be in quite close proximity, which you weren't in the first game. Part of what we wanted to do with the co-op is still have that sense of immediacy, so most of the time you'll be breaching the same room, either together or from seperate doors. For RICO London, we've simplified it slightly. #RICO LONDON PLATFORMS HOW TO#Q: How does the slow motion work in co-op?Ī: In the first game, where levels were more spread out, we had a really complex system of how to manage two different sets of slow-mo at the same time. You get that opportunity to assess the environment, which is what evens the odds between you and these hordes of enemies. We give you that slow motion so you have that moment of advantage after you kick down a door. It's this headcanon of one or two guys against the world, and you're able to react slightly faster than should be possible. Q: Was it tricky to naturally implement the slow motion mechanic into such an incredibly fast-paced game?Ī: That's more wrapped up in the thing we've tried to do in both games, which is to make you feel like an action star. RICO does depart from those older games in some ways however, because you can control your character's movement, meaning you get to decide the pace of the fights to some degree. It's about those reaction times, and that sense of moment-to-moment action. We wanted it to be similar to those games like Time Crisis, where there are hundreds of bad guys and you don't know what's happening next, you just have to react to them as they appear. So that cadence of play is something we really wanted RICO to be reminscent of. The point of that was to bring you from scene to scene, let you shoot everything in there, and move on. I mainly think of it because at all times, you were only a moment away from shooting down another bad guy. Not necessarily because it's a genre buddy, because it's not, it's an on-rails shooter. Did you have any other major inspirations from video games that you brought to the development of the RICO franchise?Ī: The thing I always go back to is Virtua Cop. Q: The cel shaded aesthetic of the game is fairly reminscent of Ubisoft's XIII, which came out a while ago, as does the premise to some degree. This means you are rewarded for constantly moving forward, to really reinfoce that immediacy we want in the game. There's also a new combo score system in pace, too. It's really about carrying momentum forward. We've added new movement, there's now a dive alongside the slide we had in previous games. RELATED: Co-Op Shooter RICO London Gets Stylish Reveal Trailer In the newer game, you can pick weapons up straight away from fallen enemies and you're immediately doing something new. In the first game, you could only get new weapons when you changed chapters. What were the big changes you made to foster this punchier kind of gameplay, and what elements did you purposefully bring forward?Ī: It's mostly about immediacy. Q: Comparing the gameplay between RICO London and the first RICO, this newer title seems to be a lot more dynamic to play.
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