Gametraders Live September Magazine
Gametraders latest magazine, featuring venom, a love letter to Jurassic Park and much much more!
Gametraders latest magazine, featuring venom, a love letter to Jurassic Park and much much more!
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Did you feel the need to<br />
fill a hole in the market left<br />
by narrative-driven boxing<br />
games like Punch Out?<br />
How difficult is the game? Did<br />
you want to challenge players<br />
or make it accessible for<br />
newcomers?<br />
Will the game be PlayStation<br />
TV compatible?<br />
Antonio: We are working on it!<br />
César: We thought that the<br />
logical answer to making a<br />
game based on the character<br />
using the comic aesthetics<br />
would be Punch Out. The fact<br />
that there was need in the<br />
market for that kind of games<br />
just made it click afterwards.<br />
César: At the end we decided<br />
to have a very challenging<br />
game that felt fair to the player.<br />
We always had in mind the<br />
newcomers to this kind of game,<br />
but we wanted to maintain the<br />
challenging aspects of the Punch<br />
Out series.<br />
Will you attempt a physical<br />
release of Pato Box if the<br />
opportunity arises?<br />
Antonio: Yes! It’s something we<br />
really want to do but we are still<br />
looking into it to see what is our<br />
best option.<br />
What features make Pato<br />
Box unique? What made<br />
you decide on including<br />
exploration-based elements in<br />
addition to the fighting?<br />
César: Pato Box will show you<br />
a world that is a mixture of<br />
serious themes and places<br />
mixed with some really stupid<br />
moments and characters,<br />
making it a bizarre and unique<br />
experience. Most of the fights<br />
were designed to keep the<br />
simplicity of the Punch Out<br />
controls but to expand on the<br />
mechanics surrounding enemies<br />
to make it an original game.<br />
The exploration-based elements<br />
are meant to show more of the<br />
story of this world and act as a<br />
“break” between the hardcore<br />
fights in it.<br />
What is the expected length<br />
of the game? Anything<br />
to encourage multiple<br />
playthroughs?<br />
César: I think it really depends<br />
of what type of player you are.<br />
For some the fights are the core<br />
within the game and they will<br />
jump right to the action, trying<br />
to achieve a high rank within<br />
each fight. Others want to dig<br />
into the story of the hero and<br />
his world and will try to find<br />
every secret and detail around<br />
the characters, not to mention<br />
the collectables we left scattered<br />
around. I like to think you can<br />
jump back to the game anytime<br />
to do all this stuff and discover<br />
more easter eggs hidden within,<br />
or just to get better at the<br />
bosses.<br />
Finally, two questions I’ve been<br />
asking everyone – what are<br />
some of your favourite games<br />
you’ve played on Vita?<br />
César: Tearaway, Gravity Rush,<br />
Hotline Miami and Sound Shapes.<br />
Antonio: Persona 4 Golden and<br />
Gravity Rush are my favorites.<br />
Which of the two Vita models<br />
(LCD or OLED) is your favourite?<br />
César: OLED for me, it looks<br />
gorgeous.<br />
Antonio: OLED also, the screen is<br />
amazing.<br />
I’d like to thank Antonio and Cesar for<br />
taking the time to talk to me. You can<br />
follow updates on their game Pato<br />
Box and any future Bromio projects<br />
via their website, but they’re most<br />
active on Twitter! - Adam Cartwright