FOR HONOR: Fail Faster | Development LORE | Treesicle | Knights vs. Samurai vs. Vikings | LORE
Grant from Treesicle is here to tell you how a sword fighting class translated into a unique control scheme in For Honor Dev LORE!
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Written by Gainesaurus:
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Animated by digsBot:
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Voiced by Grant from Treesicle:
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Transcript:
Fifteen years ago, EA game designer and weapon enthusiast Jason Vandenberghe took a class in German Longsword fighting. Practicing new stances he'd learned while walking home, he pictured the right thumbstick of a game controller. He enthusiastically pitched the new mechanic to everyone who'd listen. Everyone said "No."
Vandenberghe was sunk, but remembered an old Mark LeBlanc game design workshop, preaching The Four F's: Fail Faster, Follow the Fun. As Creative Director for Red Steel 2, Jason hung a "Fail Faster" banner over his desk. Despite odd looks, he tasked designers with 24 hour level prototyping. The quick turnaround and permission to fail bred outrageous ideas, some great, some... not. But new ideas made the hybrid shooter fun. Despite low sales, Red Steel 2 showcased fresh mechanics as an early adopter of the Wii Motion Plus.
Meanwhile, in gaming history, a little series called Dark Souls legitimized swordplay in popular gaming, but Vandenberghe was still unsatisfied. Approaching Ubisoft Montreal, he wanted a realistic, more intimate game that avoided the "rolling away from your enemy" tactic. Ten years after his longsword class, Vandenberghe moved to Montreal, hung his "Fail Faster" sign and got to work on his dream game; a sword-fighting shooter with knights, vikings and samurai.
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