![]() So there are ways we can recommend or prefer people play but at the end of the day this is an entertainment product, it's here for people to enjoy. "I realized at the end of the day I don't care how people play the game. The other thing was, I spent time talking with AbleGamers and that realization of just, the importance of flexibility, purely from that audience's standpoint, started changing my thinking. If people don't like tank controls they just don't play the game. "We actually had a twin-stick-style movement scheme working in the game but we took it out because in my mind, I wanted people to play the game, quote, the 'right way,' and I kind of forced their hand with that. For Killers, far more player choice will be there from the beginning. They've since added more customization options and control styles. It was originally too focused on its complex mech tank controls, which conveyed a very specific experience but not one that resonated with nearly enough people. After a poor launch for the first game, they learned that lesson the hard way. ![]() But it's clear that at this point, with a well-honed engine and expanding lore, the developers really know what Brigador is now. I love Brigador's aesthetic, but I want a lot more in-mission storytelling as I take down my targets. The story is what I'm most interested in. I realized at the end of the day I don't care how people play the game. Outside the campaign, you'll still be able to jump into a sandbox mode and go to town with the destruction. If the mech power fantasy is what you're after, Brigador Killers will surely have it in spades. Then I played as the absurdly destructive Wrecking Ball, a spherical mech that can hurtle through buildings like a bowling ball through papier-mâché. "It's not just 'can I kill this thing in three seconds versus five seconds,' it's 'what am I even capable of engaging?'" "When you're in that context going up against a tank, if you're not properly equipped it's gonna be a near-impossible task so that's gonna recontextualize the game," Monahan said. It reminded me of the old Command & Conquer levels where you controlled the Commando or Tanya instead of an omnipotent commander. I couldn't see over buildings or stomp through them. My field of view was dramatically reduced. But controlling the infantryman made it feel almost like a different game. Because it's still fairly early in development, most of the art at this point is placeholder, reused from the first game. The early demo of Killers I played looked and felt a whole lot like Brigador, and so will the final game, though with lots of new art. So in the remaining year-ish that we're spending developing the game we have a lot more room for refining that play experience." "Something that's nice for us, reusing the same engine, we already know what Brigador is. "We're actually going to have fewer playable vehicles in this than we did in Brigador, but the variety across them's gonna be way bigger," he said. Monahan wants missions to feel distinct based on the mech you're using, this time around.
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