![]() That’s the kind of balance that we want to strike. And the player is engaged but not stressed or taxed. We want to make a game where players just get into this state where one action beautifully leads to the next one. The thing that links all of those games and what’s at the real heart of what we are trying to do at Roll7 is flow. A lot of those elements are there in some way shape or form, but not any one of them stands out. Not through any sort of contrivance, we just ended up with - and I am going to say the “synergy” word - a synergy of all of those elements. Not a Hero was a fast-paced moment-to-moment shooting game. It’s got the extreme sports angle, like previous Roll7 games like Laser League which was an arena-based bloodsport kind of thing. Jones: I think Rollerdrome taps into the DNA of Roll7. Given those basic similarities, how does making some like OlliOlli help with creating Rollerdrome? Both of these games have a similar deep foundation of skill-based combos and a high skill ceiling. Rollerdrome is a real systems-heavy game, which is reminiscent of OlliOlli World. We already had some really good rendering tech from OlliOlli World and we just tried to push that in a different direction where it was less cartoony but still comic booky. And after looking through a lot of references, we aligned on this flat color for the simplicity but also because it is a striking thing. If there’s too much detail, a lot of the gameplay readability is sacrificed. There’s too much going on especially when it gets thick and fast and we need things to stand out and pop. The first one is we didn’t want it to be photorealistic. There are two main reasons why the game has this art style. RELATED: Rollerdrome Preview: Death Skate 2000 Part of why the references are in the 1970s are because the ‘70s were such a key connection between the genre of the game. New things like roller skates were coming around and we had films like Rollerball and The Running Man. It’s just a wealth of fantastic inspiration from the 1970s in particular where bloodsports were in. Because it is a bloodsport, a lot of the references just slotted into place. ![]() The original prototype of the game was always roller skating with guns and we knew that after making the prototype and making sure that that was something people thought was fun, we proceeded to make a game out of it. How did the team settle on the cel-shaded, Sable-esque art style and 1970s tone?ĭrew Jones: There is a logical sequence to how it all came together. Michael Leri: Roll7 released an interesting dev diary about the game and it contained a look at the game in its very early stages. Jenkins and Jones also talked about the studio’s love for games built to evoke a flow state, Rollerdrome‘s 1970s aesthetic, and more. It’s a lot by any measure and was one of the few topics ComingSoon Senior Gaming Editor Michael Leri covered while speaking to Head of QA David Jenkins and Lead Producer Drew Jones. ![]() But Roll7 is doing exactly that and more, as it released OlliOlli World in February and its first expansion in June and is just on the cusp of releasing Rollerdrome and the second untitled OlliOlli World expansion (which is slated for the fall). Amazon or Youtube recommendations).Even small studios don’t typically put out more than one game in a calendar year.
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