cormack12
Gold Member
Source: https://www.playstationlifestyle.net/2022/03/31/forspoken-ps5-devs-listening-to-feedback/amp/
Speaking to Game Informer, creative producer Raio Mitsuno said that one of the things Square Enix’s Luminous Productions team is addressing is the frequency of chatter between protagonist Frey and her companion Cuff, which people felt was a bit overwhelming based on what has been shown of the game thus far.
The game has a promising premise but many have pointed out that despite numerous high-profile devs being attached to Forspoken, it looks a bit rough. Mitsuno has reassured Game Informer that the developers are looking into “a lot of feedback” and plan to make adjustments accordingly so that “it’s kind of the optimal experience.”
“There’s been some commentary about the frequency of banter between Frey and Cuff when you’re out in the world,” Mitsuno said. “Those kinds of things we’re looking at in terms of fine-tuning the frequency, making sure that it’s not to the point where it feels overwhelming, but we want to make sure it’s timed nicely – where it doesn’t feel like there’s too much silence when you’re playing out in the vast world.”
Speaking to Game Informer, creative producer Raio Mitsuno said that one of the things Square Enix’s Luminous Productions team is addressing is the frequency of chatter between protagonist Frey and her companion Cuff, which people felt was a bit overwhelming based on what has been shown of the game thus far.
The game has a promising premise but many have pointed out that despite numerous high-profile devs being attached to Forspoken, it looks a bit rough. Mitsuno has reassured Game Informer that the developers are looking into “a lot of feedback” and plan to make adjustments accordingly so that “it’s kind of the optimal experience.”
“There’s been some commentary about the frequency of banter between Frey and Cuff when you’re out in the world,” Mitsuno said. “Those kinds of things we’re looking at in terms of fine-tuning the frequency, making sure that it’s not to the point where it feels overwhelming, but we want to make sure it’s timed nicely – where it doesn’t feel like there’s too much silence when you’re playing out in the vast world.”