Between matches, players unlock conversations through an “Analysis Map” that features a variety of scenes that add depth to the characters and world and allow players to experience Exoprimal’s narrative at their own pace. Occasionally, full cutscenes will play before and after a round. However, Exoprimal still features more of a linear narrative than most of its genre peers. The shooter’s premise conveniently gives players a reason to play the same kind of multiplayer match repeatedly. For the B-movie vibes the plot gives, Exoprimal’s story is shockingly thoughtful and much more robust than your standard multiplayer game. By contrasting that with dinosaurs drawn from the past, the ridiculousness of a technology-driven future becomes all the more apparent. Still, as it stands, Exoprimal’s narrative currently serves as a cautionary tale about an AI that gains too much self-control and can’t stop its pursuit of perfection. It’s very sci-fi focused, and it would also be very useful as a way to help the story unfold in a really exciting way for players.” Capcom “As the team put more thought into it, they landed on the idea of AI. “A lot of thought went into what sort of components would be important for being able to tell that narrative that combines past and future in a compelling and exciting way,” Hiraoka tells Digital Trends. Director Takura Hiraoka explained that AI’s presence in Exoprimal was significant before the topic became a water cooler issue and that Capcom chose to focus on it because AI is such a futuristic idea. Over the past year, discussions about AI and its ability to create content or independently think have become more commonplace, with tech companies and futurists promoting technology that has always seemed futuristic. The AI thread present in Exoprimal is particularly timely. Having elements that players recognize was meant to make that clash with futuristic AI all the more impact. Fuse specifically referenced Majesty, a red-headed NPC that players learn lore from, when explaining this, which makes sense as she’s reminiscent of characters like Alien’s Ellen Ripley or Dino Crisis’ Regina. Fuse tells Digital Trends that Capcom not only wanted to make a diverse cast that feels at home in this future setting but also wanted all of them to have some recognizable elements or sense of “nostalgia” to them so that players can see how these character archetypes from the past deal with such an alien, futuristic situation. The team referenced the running idea of past and future colliding when creating Exoprimal’s cast of characters. Then, expanding on the science fiction elements, things like time travel, parallel worlds, and an AI running the Wargames combine the past and the future in the present.” Capcom “One of the first things discussed was what sort of enemy creatures we should incorporate into the game, and the team landed very quickly upon dinosaurs. “The idea of past and future meet in the present world was something that was decided from a very early stage of development,” Fuse tells Digital Trends. Still, Takuro Fuse made it clear that the development team always had this rather distinct narrative vision for the title. It’s pretty ridiculous, and Exoprimal’s narrative gives off the vibe of a B-movie. It turns out that this rogue AI, Leviathan, wants to collect data from an eternal “Wargame,” which essentially means teleporting soldiers with Exosuits from parallel realities three years into the past to fight hordes of dinosaurs. In Exoprimal, a rogue AI traps the player and their crew on the deserted Bikitoa Island. “Finding a way to marry the worldbuilding and storytelling was a big challenge for us, but we feel we found a good balance.” “ Exoprimal is a new IP, so it was very important for us to build a world that feels real and has a richness to it but also can tell a story that isn’t too slow, isn’t too fast, and is compelling and believable,” Hiraoka tells Digital Trends. Having a compelling world for it to take place in was also a vital goal. From a gameplay perspective, game director Takuro Hiraoka and art director Takuro Fuse tell Digital Trends that Capcom wanted to find an exciting way to pair PvE and PvP components into one experience and experiment with showing a massive amount of enemies on the screen at once. While Exoprimal initially elicited many comparisons to Capcom’s previous dinosaur-related IP, Dino Crisis, the development team made it clear that the goal from the start was always to create an entirely fresh IP.
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