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Ninja Theory reveals details of the creative process of Bleeding Edge

Ninja Theory reveals details of the creative process of Bleeding Edge

The Bleeding Edge development team narrates the creative process of these three and a half years of development. Everything will be obtainable through progress.

Ninja Theory begins the production of a series of videos focused on answering the main questions of his community. From the hand of Fran Mead, product manager (left), and Rahni Tucker, creative director (right), we know the ins and outs of the development of Bleeding Edge, the new proposal of the study within the multiplayer scenario. You can see the first by clicking here.

“We love third-person action games and we wanted to take it to a new level,” says Rahni about the beginnings of development. The love for gender is something intrinsic to study. Therefore, the commitment to this project stems from the union of that passion with the game habits around it, focused on competitive online. "It was a natural combination of the two things we love."

During the three and a half years that the development has taken, the final form of Bleeding Edge would mold itself. “Its roots are from traditional MOBA. We started with a prototype in which there were minions, towers, lines … that kind of thing. Little by little he was progressing towards his current situation. We saw that it felt difficult to maintain that level of strategy while playing in the third person. ”

Bleeding edge without micropayments

That last sentence of Rahni can provoke glances towards other MOBA, like Smite, but the type of gameplay of both is very different. She nuances herself before these comparatives, including the always recurring one with Overwatch: “The main difference is that Bleeding Edge is a third-person action game. You're going to be evading all the time, doing combos, blocking the sight of an enemy… we've even added a parrys system. ” While other aspects are taken into account in the genre, Ninja Theory wanted to focus on the action and how it unfolds.

Launch without micropayments

Another sensitive issue for the first steps of the game in the market lies in its microtransactions policy. "At the moment there is no micropayment system, all cosmetic elements and mods are obtainable through progress," says Tucker. This confirms the initial intention of the study in not including any type of annex. For them it is very important to maintain the balance that is required in the competitive scenario. “We will never sell something that affects performance within the game. It is something that goes against its nature. ”

All users who join the Xbox Game Pass or who have reserved the game in digital format can participate in the first private beta, between February 14 and 17. In FreeGameTips we have already played it within the framework of the past X019. You can read our impressions through this link. Bleeding Edge is scheduled to launch on March 24 on Xbox One and Windows 10.

Source | Official Ninja Theory channel on YouTube

About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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