Q: How have you incorporated the first game's procedural generation in RICO London?Ī: In the first game, we went really hard on that, and had a system that entirely generated everything. It's all got that feeling of progression, with new stuff to see as you go through. It's not super realistic, but it's not supposed to be. The whole point of RICO is that the pace is meant to be relentless, so for the sequel we've tried to keep it interesting by having lots of different environments within this one buildings. We'd procedurally generate these environments and you'd go in, do your thing, and you'd come out. Q: There's always a risk of repetition in a game set in one location, how have you gone about avoiding that with RICO London?Ī: I think for the first game, all of the operations took place in seperate buildings. In a way, the progress you make as a player is replicated in the progression you make through a vertical space. It's clear you're moving from the loading bays at the bottom, through offices, and eventually up to the penthouse for the final showdown. From a game perspective as well, it's such a clear and obvious progression. Also films like Raid or Dredd come to mind - there was a good period where there was a lot of great tower based shooter-action films. Q: The tower setting in the game is new, and it gives off some JG Ballard High Rise vibes, what made you choose the classic London tower block as a setting?Ī: I mean, Die Hard is a fairly obvious one. We normally just go for 'Kick doors, shoot men.' If we get more, I suppose this time it'd be: 'Kick doors, shoot men, up a tower.' Q: What's your ten-word elevator pitch for Rico London?Ī: Ten words? That's quite a lot. RELATED: RICO London Developer Discusses How To Make a Buddy Cop Action Game This interview has been edited for brevity and clarity. This included a deeper focus on co-operative play, building the game for the Nintendo Switch first, and the way that dialogue and banter can sometimes disrupt a player's experience. Parker had a lot to say about the how the team at Ground Shatter adapted the buddy cop film genre for its cartoony FPS. Recently, Game Rant got the chance to sit down with the game's designer, James Parker. Not content with tightening up gameplay, the RICO formula has been condensed into the setting of a monolithic London tower block at the turn of the millenium. As a sequel, the game opts for a much more refined, tight, and much more immediate style of gameplay. It has a cel-shaded, comic book art style reminscent of the older Ubisoft title XIII. RICO Londonis developer Ground Shatter's latest installment in the RICO series, following the first game released in 2019.
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