Mario + Rabbids: Sparks of Hope will see the introduction of three big newssubstantial changes on the gameplay front that in many ways revolutionize the experience compared to the mechanics of the first episode of the strategic series.
“THE huge changes there are three “, Davide Soliani told us in the interview published today.” One: freedom of movement in the combat system, and this has completely opened up the player-side possibility of doing things. Run, dash, team jump, get close to a cover and enter a combat preview that immediately shows you whether you were catching someone or not, see who you catch in this area shown by the attack preview. “
“It is no longer the same as before where there was a system a grill and you had to spend a lot of time doing the calculations and then hoping you were not wrong: today, if you are not happy with where you are, you move somewhere else in real time. This added a enormous dynamism in the combat system and more in the game there are a whole series of mechanisms that are the eyelet to games that are much more real time than a turn based one, because we were trying to expand the concept of the turn-based genre as much as possible. ”
“The second major intervention was onexploration: before we created worlds within which you moved in a corridor, in a segment. You started from A and arrived at Z, and as you progressed in this world, as beautiful as it was, the gamer forgot what he left behind; there wasn’t even much of a reason to go back. “
“It’s not like Sparks of Hope, where we tried to create a completely circular world: this is you go where you want, you explore the planet, you decide when and how to engage in an activity that is to combat or help the inhabitants. You build the rhythm of the game yourself and giving this possibility of movement to the player was fundamental for us to allow him to build his adventure. “
“Finally, the third point, which for me was fundamental, was to give the player the opportunity to support his own as much as possible playstyle, and in my opinion Spark is exactly that. From a narrative point of view they are very puppy creatures born from the Rabbids and the Luma, but in terms of mechanics they are creatures with extremely important powers at the level of the game, which grow during the adventure and can be equipped by the players. “
“We start by being able to equip only one Spark, but then you get to two, and being equipable on any hero they go either to support the characteristics of that hero – such as increasing its damage value on a character made specifically to inflict it – or they go to mitigate a hero’s weaknesses or an archetype. In my opinion these subtleties are three of the biggest changes we have made, but there are others. “