IEven though it’s the next big game for the PlayStation 5 and it’s in Sony’s DNA, there’s still something Nintendo about Astro Bot. That’s because it’s perfectly designed for the controller it’s played on, taking advantage of all the features of the DualSense controller. The spacey aesthetic, with different planets representing different colorful worlds to jump into, is reminiscent of Super Mario Galaxy, and it’s just pure joy to play. On a console where the most well-known hits are pretty serious (like God of War and The Last of Us), Astro Bot prioritizes fun.
“I think Sony’s product design is about cool, but it also embraces playfulness,” says Nicolas Doucet, studio director at Team Asobi, the Japanese studio behind Astro Bot. “The two are not mutually exclusive or antagonistic… [PlayStation] The hardware team loved it and no one cared less about it. These are highly crafted products, so you can imagine that designers wouldn’t want them tampered with. But we were looking at PSVR and turning it into a mothership.”
The first Astro Bot game, Rescue Mission, was the best thing ever made for PlayStation’s VR headset, a clever platformer brimming with original ideas. Astro’s Playroom was a treat that came packaged with the PS5 when it launched in 2020, designed to show off the capabilities of Sony’s new console and its controller. It did so brilliantly, with levels themed around the PS5’s super-fast SSD hard drive and a singing GPU soundtrack, taking full advantage of every little gimmick in the PS5 controller, from the microphone to the haptic triggers. But Astro’s Playroom was also, unexpectedly, an interactive museum of Sony’s gaming hardware. As I played, I collected consoles, peripherals, and other knickknacks, gradually filling the lab with PlayStation history. It was fun.
During the development of Astro’s Playroom, Team Asobi worked very closely with the people making the PS5 and the controller. They were even running around the building with prototypes in paper bags, Doucet said. “They gave us prototype controllers that were twice the size of a normal controller, or they put two controllers together because they needed more power. You can see how much work went into miniaturizing all that and making a controller that looks and feels good. They came up with features like adaptive triggers and haptics because they Feeling Our job is to generate as many ideas as possible about how it might be used, and then validate and sometimes deny those intuitions. After all, we’re not selling technology, we’re selling an experience, a magical experience. come “From technology.”
Now, Team Asobi was given the freedom to create a bigger, longer game (12 hours or so) as an extended tech demo, without being tied to a single piece of PlayStation hardware. That said, it’s still a clear tribute to all things Sony. It incorporates many ideas that didn’t make it into the 2020 game. Astro Bot now flies between levels in a controller-shaped spaceship whose exhaust gases are made up of PlayStation button symbols. Running around several levels as this adorable robot, I slid down a waterslide with a bunch of beach balls, jumped off a high board into a pool, took down an angry giant octopus by slingshotting myself in the face with a retractable frog-face boxing glove, used a magnet to gather pieces of metal into a ball big enough to smash things, and blew up Astro like a balloon before sending him flying with the gas that erupted.
It’s super cute, funny and full of playful details. We discovered that the flames spewing from Astro’s jetpack can cut through wooden logs, but only because it’s fun; Astro struck a confident surfing pose when he hopped onto a turtle to see if he could ride on its back; and when we tickled a sad-looking anemone to discover a secret room, we were greeted with a chorus of “Secret!” These details are inconsequential, but as Doucet points out, “They’re important, because all these little things become memories.”
The levels are like a solar system that slowly expands outwards as the challenge increases. There’s the safest one towards the middle, where a 5-year-old can have fun kicking a football, jumping through water, and punching the occasional bad guy. And then there are the hardest levels towards the edge. There are over 150 little tributes to PlayStation games, from PaRappa the Rapper to Journey, in the form of cosplay robots that you can rescue. The challenge levels will test your 90s childhood 3D platforming skills, including precision jumps across platforms suspended in time and a miniature ice rink floating in space. This is the simplest fun I’ve had playing a game in a long time.
Team Asobi is relatively small, with about 65 people, and relatively international. According to Doucet, three-quarters of the team is Japanese, and the rest are from 16 countries. Some of them have worked on past PlayStation projects, such as Shadow of the Colossus and Gravity Daze, but some are newcomers. They are all focused on making Astro Bot a true mascot for PlayStation, Doucet says. “We want to develop Astro into a really strong franchise. We want to develop this little character even more,” he says. “There are a lot of expectations to meet at PlayStation, but we never forget that we are the underdogs. That’s part of the mindset of a successful person, you always want to be in pursuit of something. If you become too satisfied, the game starts to lose its soul.”
Astro Bot certainly has a soul. It’s clear that the development team is having a lot of fun. “We’re geeky people, and I’m a PlayStation collector myself,” says Doucet. “It might sound a little corny, but it’s important that we’re happy so that our players are happy.”
Astro Bot will be available on PlayStation 5 on September 6th
Source: www.theguardian.com