Sayonara Wild Hearts arrives on PS4 on September 19th – PlayStation.Blog



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Hello! I am half of Simogo who is not Gordon. We are mainly known for making small character games, often based on history and interface. We try to do things that others do not do and we surprise ourselves and what audience there might be for these things. So, after creating three slow and thoughtful games (Year Walk! Device 6! The Sailor's Dream!), We wanted to create something a little more intestinal than cerebral. That's Sayonara Wild Hearts, which will be released on PlayStation 4 on September 19th.

Sayonara Wild Hearts does not make a clear distinction between cinematics and gameplay.

When we started, we had only one scribbling in the corner of a woman's notebook wearing a mask.

Some first scribbles before we know what we were really doing.

We thought we were doing something surreal about tarot cards, masks, motorcycle trips through dream landscapes and endless darkness, a fusion of surf rock and taiko drums. We asked our friend Carl when he wanted to create and animate cool bikers and we quickly made a prototype, which was cool and everything.

The madman – the protagonist of Sayonara Wild Hearts.

But as we played, one day we had a playlist of really energetic pop songs, and just then, we immediately said, "No! This is it, "and moving in a new direction, the game we were playing had to just have a pop soundtrack and it needed vibrant colors and energy to bring it in. Not long after, Jonathan and Daniel were producing a pop album, and thanks to a star line-up and a record shop encounter here in Malmö a year earlier, Linnea recorded their songs soon after.

All opponents are based on major arcane tarots – as are many vehicles, other items you will encounter in the game.

At that time, we had also reflected on the fact that unattractive games had become. We've been thinking about how to always save the world, complicated systems and too many buttons to keep in mind. We wanted to create a game as appealing to people who do not usually play for people like us who lack old arcade games, while keeping the thrill of a good action game. We also came to the conclusion that to make this game as inclusive as possible, it should be as enjoyable to watch and listen as it is to play.

Scene from the first stage in which a diamond butterfly appears in a young woman's dream and leads her across a road into the sky.

We met the lovely people of Annapurna Interactive, they dug what we were doing and what they were doing, and their support allowed us to further expand the team with two programmers and an artist from the user interface (Björn! Jensen! Åsa!).

The gameplay varies from one stage to the next. This is from a fighting stadium inspired by early dancing.

All of these ideas, concepts and people came together and created Sayonara Wild Hearts. Let's Pop!

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