Dear Readers, we are very pleased to present a brand new meditative action puzzle climbing game. Jusantoat yesterday’s Xbox Games Showcase.
As you may have noticed, the lack of voice dialogue is a big departure from Don’t Nod’s previous games. Jusanto like telling a story all Our game, just another way. Let’s take a look at some ways to tell this inspiring story without words.
One of the world’s most popular storytelling techniques Jusanto environment. Start at the bottom of this immeasurably tall tower, surrounded by arid lands and barren plains. What is this place off the beaten path? What is its purpose? Who lived here and how? The answer may be at the top of the tower. Interesting enough to challenge you, the climber, to reach the summit.
The tower itself bears traces of civilization, such as deserted paths and weathered walls, to give you an idea of how old the place is, how long it’s been abandoned, and how previous inhabitants built it. you can see how it went. These traces tell us about the way of life in the olden days and show us the paths and walls that people most traveled and climbed.
Old furniture, broken machinery, rotting sailboats and other remnants of the past remind us that time seems to have stopped for the civilization that inhabits this tower. If you take the time to explore the off-the-beaten-path, you’ll find frescoes, altars, and even readable letters that provide more information about the world and its lore.
Climb the towers to discover multiple different biomes. We wanted to provide something familiar in this strange world, including some environments and natures that we know from our world such as deserts, mountains, caves. We know what these places are in this world, but in this vertical world each biome had a specific purpose. Exploring biomes will give us a better understanding of how people lived and what was at risk when they were forced to flee. There are several environmental elements throughout the game that encourage further exploration.
in the meantime Jusanto The peaceful, slow-paced gameplay can be hard to master (if that’s what you want). We want you to feel a sense of accomplishment and pride when you overcome the difficulties of mountain climbing. It was interesting to us to have another character to help us on this difficult journey, re-emphasizing the importance of nature. It is a ballast, a creature made entirely out of water. This companion aids your journey with its ability to clear a path, awaken nature along its path, and uncover clues about the Tower’s history. The relationship with ballast is harmonious. We need each other to reach the top safely. Even without So, while we tried to give a sense of symbiosis both in gameplay and in ballast interaction, it felt natural to give the possibility to physically interact with ballast. Connecting. (Confirmed to pet companions!)
Last but not least is the music. In our lore, sound and melody are important, and some objects and structures that are important to the story share a special relationship with them. We have tried to explain this in a peaceful and atmospheric soundtrack composed by Guillaume Ferrand. Music expresses the emotions of the characters and also helps convey the atmosphere. At the same time, we want to evoke your emotions and engage you in the ascent of this changing tower.
The music represents how the relationship between both characters develops. That’s why there’s a theme for both climber and ballast, and another way to show how complementary the two are, there’s a theme that unites the two. Music has always been a powerful narrative tool, and we try to make it a central part of the game.
JusantoDon’t Nod’s upcoming meditative action-puzzle game launches on Xbox Series X|S this fall and will be available on Xbox Game Pass. I can’t wait!