If you’ve seen any gameplay from Haven, the latest release from studio The Game Bakers, then you’ve also seen how players can “glide” across the terrain. In fact, for many, it’s a crucial feature. In Ready Player Gone’s upcoming review of the game, Joey writes “Without it the game would feel somewhat flat and probably would have worked better as an anime series or movie“.
Well, in an upcoming exclusive interview with Ready Player Gone, The Game Bakers Creative Director Emeric Thoa explains that Haven was almost a very different game. He states that given the opportunity to go back and tell himself one thing, it would be “Don’t cut the gliding”. Now, you might be thinking “If gliding is so important, why was it cut in the first place?”. A good question. Thoa notes that they didn’t think they’d have enough money to put into Haven to fully develop the gliding system. He adds that for one year during Haven’s development cycle it was a point and click game. He sees that as a year “wasted”.
“We lost a year of development because we cut the gliding early on, thinking we wouldn’t have enough money to put it in the game. Haven was a point and click for a year.”
So, what changed? It seems that The Game Baker’s previous title, Furi, kept selling well enough to fund gliding development. Thoa tells me that they felt “gliding was missing too much” so they put it back in the game.
“Eventually, Furi kept selling, and we felt that the gliding was missing too much, and put it back.”
Have you played Haven yet? How different do you think the game would be without gliding? Let us know in the comments section below!
Check back to Ready Player Gone next Tuesday for the full interview with Emeric which covers The Game Bakers new game Haven and much more. Our review for the game, courtesy of Joey, will be published shortly after on January 14th.
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