It’s hard not to feel a little sorry for BattleCry. A free-to-play multiplayer game on PC, it’s been somewhat drowned in the hype of Bethesda’s bigger and louder upcoming lineup. Worse, named after the studio making it, its 'BattleCry' title is aggressively generic; interchangeable with any number of existing and upcoming games in 2015. BattleCry?’ people ask. “Is that the one from 2K, or the one from Bethesda?”
With this in mind, I was eager to sit down with BattleCry’s Design Director Lucas Thomas and hear his take on BattleCry’s personality. I’d played the game at Bethesda’s E3 booth, and while I admit I was initially terrible at its combat - team-based, up-close-and-personal - its bright colour palette and stylized finishers were a far cry from the nondescript game I’d had in my head. For those of us who tend to be drawn to single player experiences over multiplayer, BattleCry feels more accessible than its gritty name might suggest.
Continue reading…
Continue reading...
With this in mind, I was eager to sit down with BattleCry’s Design Director Lucas Thomas and hear his take on BattleCry’s personality. I’d played the game at Bethesda’s E3 booth, and while I admit I was initially terrible at its combat - team-based, up-close-and-personal - its bright colour palette and stylized finishers were a far cry from the nondescript game I’d had in my head. For those of us who tend to be drawn to single player experiences over multiplayer, BattleCry feels more accessible than its gritty name might suggest.
Continue reading…
Continue reading...