Mix of info about the development with darthpaxton who interviewed the devs at E3 and Gamereactor.
Crazy they can do this with this small of a team.
Crazy they can do this with this small of a team.
-They only had 10-20 people on the project for most of development. That number jumped to 30 as they got closer to launching the Alpha. He said they have a ton of other projects in the works.
-No word on release date other than they're going to focus on the alpha and how feedback goes will dictate full release. I compared it to the early alpha stuff with Sea of Thieves and he said exactly.
-The game is not based on Project Razer, but is instead based on prototyping they did after doing DmC, imaging what a multiplayer version of that game might be.
-Like DMC, you can knock enemies into the air and attack them in air as part of combos, but they toned it down a ton, because during development, it was really frustrating when you were getting battered in the air for thirty seconds.
"I'm a very different type of creative director to Tameem, the previous combat designer for DmC: Devil May Cry," Tucker explains. "For me, I go more for the game mechanics. I want to prototype first. I like the touch and feel of the game - that's the most important thing to me. Bleeding Edge is a reflection of that."
Bleeding Edge has been in development for a long time now, the game's director explained to us: "I wanted to do [the idea for the game] straight after DmC. We got to start in properly just over three years ago. We've been working on it with a small team - a Hellblade-sized team - an average of about 15 people."