

When we planned the launch of the game, we had a plan of hitting all platforms simultaneously. Again, if you have a strong compelling story with believable characters, it makes you pause and think about your decision and even get into a discussion with those you are playing with as to what the best course of action might be. Then there’s local multiplayer, a concept which seems counter to these sorts of games, but it promotes debate during the game, especially when you have an even number of players and the decision is deadlocked. Similarly with timed action events, we wanted it to flow and we wanted no choice to be as impactful as making one, so, for example, a fight might take place and you are given the choice to pick up a weapon, but in doing so your adversary moves to attack first, whereas sitting on your hands for two seconds means you can block them and counter-attack in one action (or inaction). Shades of grey dialogue choices are fine, but when you want your game to feel cinematic, the reduction to two choices means that the game, and as such the story, flows more seamlessly. With many games of this style, the player has up to four responses during dialogue, but in reality, only one or two make the impactful decision that moves things forward, so we opted for binary decision making. Furthermore, that’s not an either/or choice, this goes back to the cinematic element of the game, one playthrough switches between the apes and the human’s perspectives. Andy worked with the developer on proof of concept work combining his astonishing performance capture knowledge and the underlying tech of UE4, to convince Fox Next Games that this wasn’t just going to be a completely interchangeable narrative choice-based game, but that this was going to be fully cinematic adventure and include some bold gameplay mechanic decisions.įirst, our game tells the same story from both sides of the conflict, which means that you play as both Apes and Humans, seeing the same story unfold from two perspectives. Rich, compelling narrative is at the center of everything we do, and with our Co-Founder Andy Serkis, being such a major part of the new era of Planet of the Apes, it seemed a perfect, and ambitious fit for our first title.
#Ape strong together tv#
When The Imaginarium set up its games publishing arm, its ethos applied to games was the same one used in the TV and Film arms: storytelling is key. Whilst the ape group are part of the original San Francisco tribe, the events of “Dawn of the Planet of the Apes” have necessitated this tribe to move away, several hundred miles into the Rocky Mountains. For the game to be unpredictable we needed a completely new cast of characters with their own stories to tell. If you don’t know much about the game, it’s a cinematic narrative adventure based in the same universe as the recent film trilogy, but not the same story arc. You may have to select a menu option or click a button.Hello all! We at The Imaginarium are delighted to finally bring Planet of the Apes: Last Frontier to Xbox One.


#Ape strong together plus#
