Redefining the past with a modern twist, Awaysis resurrects the nostalgia of 16-Bit dungeon crawling, introducing cutting-edge physics for a refreshing gaming experience.
In the world of video games, innovation and nostalgia often go hand in hand. This is exactly what 17-Bit's upcoming release, Awaysis, promises to deliver. The game, coming soon to Xbox Series X/S, PS5, and PC, is a nod to the classic top-down action-adventure games of the SNES era, but with a modern twist.
At the helm of Awaysis's development is Kazdal, the founder of 17-Bit, who aims to move the gaming medium forward and do something different and new. The studio's bespoke physics tools differ from the Chaos Physics that comes with Unreal Engine 5, providing a unique blend of retro style and modern physicality.
The music for Awaysis is created by Hirokazu 'Hip' Tanaka, a name synonymous with NES classics like Metroid, Kid Icarus, and the Mother series. But in Awaysis, Tanaka's music features dubby beats instead of his usual chiptune stylings, adding a fresh, contemporary sound to the game.
The character designs for Awaysis are created by Satoshi Matsuura, known for his cute and whimsical creature designs. The first area of the game features warm and colorful environments with lush gardens and flowing water, setting the stage for an immersive and visually appealing adventure.
Matsuura has also authored a book called Fantasy Characters and Creatures: An Artist's Sourcebook, an essential sourcebook for any budding character artist. His work on Awaysis, including games like Legend of Mana and Secret of Mana, serves as a testament to his talent and influence in the gaming industry.
Awaysis's combat physics are what truly set it apart. Inspired by the emergent physics in Gang Beasts, the game features physics-based sword combat animations that give it a unique blend of retro style and modern physicality. Unlike Gang Beasts, which focuses on jelly-like ragdoll limbs and unarmed fighting, Awaysis allows for charging up the power of weapon attacks and for shoving or sliding into enemies.
When a weapon hits a wall in Awaysis, a target animation plays a recoil that blends with actual physical information, creating a realistic and engaging combat experience. The enemy's attack animation may not be completely cancelled, resulting in a knocked back enemy with a swinging weapon, adding a layer of strategy to the gameplay.
Kazdal is aware that Awaysis may initially look like a game players have played before, but he believes it will challenge expectations. The titular ancient floating relic in Awaysis has a plasticky diorama feel, adding to the game's unique aesthetic. Awaysis aims to be a happy medium between clunky and inexact physics simulation games and games with tight and clean inputs, providing a balanced and enjoyable gaming experience.
In contrast, Gang Beasts is known for its physics-driven, often chaotic, multiplayer brawler combat. Unreal Engine 5 powers various games and can handle complex combat physics depending on developer implementation, but it does not itself define a specific combat style; it provides the platform on which games like Awaysis could be built. Thus, Awaysis stands apart by combining its retro dungeon brawler aesthetics with sophisticated physics-driven melee combat that references but extends Gang Beasts' approachable physics brawling into a swordplay-focused experience with next-gen physics fidelity.
Physical, gross, street fighting combat is a hallmark of Awaysis, combining physical simulation with animation to create a unique and engaging combat system. With its blend of retro style and modern physics, Awaysis is poised to be a standout title in the gaming industry.
- Kazdal, the founder of 17-Bit, is developing Awaysis with bespoke physics tools that offer a unique combination of retro style and modern physicality.
- The music for Awaysis, created by Hirokazu 'Hip' Tanaka, features a fresh, contemporary sound, departing from his usual chiptune stylings.
- Satoshi Matsuura, known for his whimsical creature designs, is responsible for the character designs in Awaysis, which feature warm and colorful environments.
- Awaysis's combat physics are inspired by Gang Beasts, featuring physics-based sword combat animations and allowing for charging up weapon attacks.
- The art of Awaysis has a plasticky diorama feel, contributing to its unique aesthetic.
- Gang Beasts, a game known for its physics-driven multiplayer brawler combat, provides a reference point for Awaysis's combat system, but Awaysis extends this approach with a focus on swordplay.
- Unreal Engine 5 powers various games, including Awaysis, and can handle complex combat physics, but it does not define a specific combat style; it serves as a platform for games like Awaysis.
- The animation in Awaysis plays a crucial role in creating a realistic and engaging combat experience, as demonstrated by the target animation that plays when a weapon hits a wall.
- The enemy's attack animation may not be completely cancelled in Awaysis, adding a layer of strategy to the gameplay and creating a unique combat system that blends physical simulation with animation.