And the world itself isn’t a blank canvas, waiting for the antagonists to paint their stories on. It’s already full of its own stories and mysteries by the time you arrive. Thanks to Sebastian’s Communicator and the larger map sizes, he can actually pick up on moments that took place in the past and use those to learn more about his surroundings, but each of these moments may be tied to a horrific event Sebastian will have to fight or think his way through.
Coming up with the perfect amount of these events to keep players on their toes and constantly driven to learn more about the world was a high priority for the team at Tango. “When you build a world, you have the basic setting for it and you know you want to include events, so you start to place them around the map knowing that going to a certain location will trigger a certain response from the world,” says Executive Producer Shinji Mikami. “Then you have to consider how many of these events is the perfect number to create the right amount of tension in a game like this. You don’t really figure out what the right balance is until you actual do it. It’s a lot of cycles where you make it, you test it, you adjust it and you start all over again.”