Intanto
Designers' Perspective:
"In AT:O, you fight against your favorite Primordials for an entire cycle," Kaj explains. "In KF, you will fight against many more enemies much less frequently, but you will see them for much longer compared to AT:O. This means that enemies in KF not only challenge you in different ways, but also require you to adapt to different Enemies over the course of the game."
Przemek M. highlights how KF integrates combat, story, and exploration more seamlessly than AT:O. "In AT:O, combat, story, and exploration were all separate parts of the game, but in KF, as you delve into the Kingdoms, those components blend together into one whole."
Staszek emphasizes the different approaches required for each game: "AT:O was about perfecting existing elements, while KF involved creating many aspects from scratch. Sometimes it’s stressful as hell, but when it's done, it’s very satisfying." He also touches on the emotional journey of designing these games: "KF is much more personal - you have your own Knight, live through their story, experience their pain, and grow with them. It's not just about mechanics, it's about creating a narrative that players can connect with on a deeper level."
Nuovo update di KF prossima settimana
. Stay tuned !