Sunset Overdrive: an avalanche of information from Edge, first images and gameplay
The game will shuffle the elements belonging to the genus platform and shooter but both, according to information from the magazine, will be cared for to the smallest detail not prevail over each other but mixing them perfectly with one another. As regards the elements from shooter, is told that he supplied weapons will be differentiated among themselves: there will be more powerful weapons that will give us the opportunity to kill even up to 5 enemies with a single shot.
In the course of the game will be crucial to accumulate "style" before addressing some bosses more difficult given that if weak, they will not even consider our presence around them and not be a minimum damage although we'll shoot them.
The magazine mentions that you will be rewarded if we adopt a style of play "fast" and "hard", but if the rate decline, therefore decreasing the so-called style meter (probably it will be a sort of bar, or blood points, which increase by concatenating killings without stopping, but you will reset if we continue a slow pace).
Battles with the enemies will be "on Rails", but this term has a meaning quite different to what you usually attaches. In fact, the locations will be literally full of tracks on which we will be able to jump and slide, hanging to avoid enemy attacks: something very similar to the tracks seen in BioShock Infinite. There will be staff with telephone wires that connect the various parts of the city (a kind of Little Tokyo) on which cling and slip to avoid opponents ' fire. The main boss of the island will Fizzle and will have the shape of a balloon.
Developers are giving a lot of importance to the difference between day and night; When we'll play night sessions, the title will change radically. You can hide from enemies more easily using insite in shell environments. Of course we must always keep this rhythm game that must constantly remain at levels very fast; so will always covers at great speed. In this regard however expect explanations about how we perform these actions.
Microsoft wanted to keep IP rights to Insomniac, which he posted in the game elements taken directly from Jet Set Radio and Tony Hawk but modifying them for a modern experience, i.e. by inserting a greater level of depth, a plot and a main campaign with so many ideas unique in their kind.
The goal of the developers is to create an arcade title rewarding from all points of view, regardless of how long you will play. Insomniac considers indispensable the feedback from players, so much so that the community can express themselves to influence the future of the game. The first two years of this new generation of consoles, with regard to the personal opinion of the developers, it is very important for success in the industry and will be those where the software house is worth risking more. All this Insomniac knows well, and it is for this reason that will be crucial to create a great product for, maybe, do it become a saga.
We leave you with a video that shows the gameplay of the game is leaked due to an erroneous publication by Game Informer, then please note that you may be removed from YouTube. The video is followed by the first images of the game, that we show the colourful and extravagant locations.