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Eternal Strands devs are fixing the jank, but also say the jank is the point

rockpapershotgun.com

A new Eternal Strands update has made various adjustments to the fantasy action-RPG's movement and so, restarted the inexhaustible debate as to what manner of jank is 'good' jank.

Posting in their latest dev roadmap, creators Yellow Brick acknowledge complaints about protagonist Brynn's motions feeling a bit slippy-slidey, particularly when accelerating or decelerating or being struck by an object. "Some of you described that her walking/running felt a little bit too much like 'skating' and that the lack of precision could be frustrating at times," they write.

That slipperiness is sort of the aim, however. Eternal Strands is broadly a Dragon Adjacent physics sandbox, with objects you can lob about with your legally distinct Jedi mind tricks, and elemental gimcrackery such as freezing and combustion.

Brynn's character model doesn't stand aloof from all that - while she has more capacity to direct the proceedings, she's also basically another child in the ballpit. "Something to note about Brynn's movement is that much of how it feels is intended and attributable to how a 100% physics-based sandbox game like Eternal Strands is designed to work," the post goes on. "Being an object that reacts to the physics surrounding her, just like any other object in the world, means that her weight and inertia have an impact on her movement." They are, however, trying to find some common ground with the detractors.

Difficult to find common ground when you're coasting about like a seal, I guess, but it definitely sounds like change for the better.

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