When you purchase through links on our site, we may earn an affiliate commission.Heres how it works.
Namely, combat director James Goddard and lead combat designer Isaac Torres.
Well, it all revolves around the expansive world map.
The more you play, the more you expand.
Players will often run into obstacles like mountains thatll need to be traversed around, rather than through.
And on that note, its clear that the developer is intending to make the game highly accessible.
Goddard explains that solo players arent being left out in the cold.
Its all about helping each other crush the level and get through it.
So theres no reason not to go with random grouping.
All buttons lead to awesome, he says.
There’s no dropping combos in this game.
There’s nothing like just frames.
You know how to dodge it.
You know exactly whats about to happen, right?
You might dodge roll behind him, where hes really vulnerable.
Torres explains that these kinds of escalating tactics for bosses in particular seem to permeate throughout the game.
It’s going to be a little bit smarter.
But the game can expand in the future.
There are no promises for that, but it makes a lot of sense that there could be something.
But thats not our focus right now at all.
And thats fair;Towerbornewill first and foremost be a co-op-centric game.