![]() ![]() The two weren’t always meant to bleed into each other, but a fortuitous piece of art gave Fanise the idea. Kaito, on the other hand, is from DigixArt’s rhythm game Lost in Harmony. Playing as Zoe means that users can see how she unlocked her rebellious spirit in Road 96, as she’s still naïve in Mile 0. The toned-down scope opens up the opportunity for DigixArt to examine its two leads. Like it’s nice that we did a nice polished small game, but maybe it’s more challenging to have the crazy big thing.” Now we have this more classical, but very polished experience and now the whole team wants to go more crazy. “The funny thing is now we miss the procedural element and the craziness that we built on Road 96. ![]() The randomness could not be that strong because these are existing characters.”įanise also mentioned that pulling in the reigns has made the team hungry to push forward in the future. And then because of that, it could not be that procedural because Zoe knows certain characters in Road 96. “In this one, we wanted to go back and put a lot of narrative on certain characters that you play,” said Fanise. It would lead to a lot more dialogue since DigixArt would have to account for characters meeting Zoe and Kaito in all sorts of different places. However, flipping the focus from the secondary characters to the named playable protagonists meant that the game couldn’t feasibly support that much branching. In Road 96, the protagonist wasn’t the focus of the game, as they were more of a vehicle to explore the many characters in its world. The change mainly has to do with zooming in on two established characters, Zoe and Kaito. The tight turnaround is questionable, especially since it took DigixArt three years to release Road 96 after putting out 11-11: Memories Retold, an overlooked adventure game based around two World War I soldiers.Ĭreative Director Yoan Fanise explained why the team stepped away from Road 96‘s procedural roots and why it wanted to go for something more linear. This lack of a more tangible narrative gimmick highlights the game’s more crude elements like its rudimentary animation and presentation that were a little more excusable last time. Games don’t always need to be bigger - follow-ups can sometimes stumble when trying to outdo what came before - but taking such a step back is disappointing. Without that hook, Mile 0 has slightly less going for it, especially since it is a shorter experience that doesn’t appear to be trying to one-up its predecessor. While Road 96 had other qualities, the storytelling method was the hook that differentiated it from others in the genre. Instead of a procedurally compiled adventure (which wasn’t nearly as dynamic as it was claimed to be), this prequel is a more linear affair mainly concerned with two named characters. Part of that feeling stems from Mile 0’s setup.
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