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Still, the truth is out there now, and anyone frustrated by the speed they were forced to explore at can now avoid the sluggishness. Chances are, plenty of players experimented with holding down every button on their PlayStation 4 controllers to try to boost movement, but few would think to accelerate speed in a first person game as you would a racing title. But the most important thing is that we get the word out to players, so here we go."Īdmittedly, a slowly building sense of speed is an odd design choice. "That was a bad call, and we've paid for it in the reviews. It's in the online manual, but not at the start of the game." "We probably should have announced the run button before launch, but we didn't," Pinchbeck admits. "The controller icon in the options menu was missing the sprint instruction, and it hadn't been localised. "Suddenly launch was right on top of us, and something had been missed," Pinchbeck says.
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It hadn't, but the added time demand brought the team right up to release date, before anyone realised the user interface hadn't been updated to tell players how to launch into a sprint. Without spoiling too much I will say that the cataclysm that has left Yaughton a ghost town starts with the residents falling ill.
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Regardless, these narrative components are stellar. The Chinese Room then switched to the "hold R2" method, which then required another round of play-testing to make sure the late addition to controls didn't break the game. Everybody’s Gone To The Rapture is solely a walking simulator game with narrative components. "It didn't matter about the speed, it was the psychology, the choice," says Pinchbeck.
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However, play testers were demanding a way to trigger faster movement themselves. Everybody's Gone to the Rapture, the latest narrative ramble from The Chinese Room (and Sony's Santa Monica Studios) does not quite belong to this English tradition, but slots. Originally, the game featured autosprint - that is, keep moving with the L thumbstick and you'd gain speed.
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