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Ashen's "engagements" set it apart from other 'Soulslikes'

Creative director Derek Bradley joined us at PAX for a chat.

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Aurora44's Ashen is another one of those games that has been labeled with the 'Soulslike' tag, but we caught up with creative director Derek Bradley at PAX East to ask him what separates this game from the others in what's already shaping up to be a very packed genre.

"You know, as a bullet-point the thing that I would probably say is the open world nature of things is really unique, because we try to fuse a lot of elements into our engagements and I think that's a big thing of the genre, that you can feel that you're almost engaging with the designer's mind and they're trying to kill you right then," he explained.

"But with an open world you get to tackle that from a full 360. There's so many ways you can jump into an engagement and fight people, but then at the same time, with passive multiplayer working a little bit more like a game like Journey - where people just hop in and help you and do things like that, or you might just see other people doing something secret and follow them along - that kind of changes things to. It changes our balance quite a lot because we really balance the game to two players, but at the same time it also makes way for really interesting social interactions where you might be getting chased by a pack of dogs running for your life and someone might just come barreling in and kill them all for you."

Do you think that Ashen can set itself apart from other games with the 'Soulslike' tag?

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REVIEW. Written by Henric Pettersson

"In spite of dull visuals and the feeling that the game doesn't stray far from its inspiration, A44 manages to deliver a great experience that we won't forget anytime soon."



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