We get the lowdown on Digital Dreams’ upcoming infographic action game Metrico – exclusive to PlayStation Vita.
One of the main things the guys at Digital Dream were asked about Metrico was in regards to the music. “Who did the awesome music?” was a frequent question that they’ve decided to answer on the PlayStation Blog – and the answer is Dutch synth composer Palmbomen.
Here’s what representative Roy van de Mortel, a level designer from Digital Dreams, took to the PlayStation Blog to say about Palmbomen, and the way the music is integrated into Metrico;
“Music is very important to us, and we’re very proud of the way his music is implemented into Metrico. Over the years, Palmbomen developed an interest in having new ways for people to experience his music. The game acts as a ‘sequencer’, reacting to what the player does. This way all layers of music (bass, percussion, melody, etc.) are triggered by the way the player traverses Metrico. This way the music helps to creating a coherent experience with a nice atmosphere.
Each world is a unique music track. The different hypnotic synth sound effects and psychedelic music he created accompanying each world tie in to the unique aesthetics and gameplay very well. It’s been a close — and truly great — collaboration.”
That sounds like a very unique method of musical addition, almost akin to a Sound Shapes level musical integration (though obviously different in execution). It’ll be interesting to see how this plays out in the game, which leads me to our next item of interest;
The Gameplay Trailer;
Roy (the representative from Digital Dreams) also comments on why they waited so long to release the above trailer, and talks about how you can get a better feel for the game;
“The main reason we took such a long time to show gameplay footage is because we always felt the main mechanics of Metrico are quite tricky to explain through video. We never got around to solving this, even though this is probably a recurring issue for novel game concepts. We tried to explain the ‘Input Morphing’ mechanic in a blog post before, but it explains itself best when you play Metrico yourself. Those of you who already played Metrico will hopefully agree on this.
We tried to create a clarifying gameplay trailer using several different approaches, but it was hard and it took a lot of time, so we chose instead to invest that time to work on the game. In the end, actually playing the game, experimenting with all the different forms of inputs and getting direct feedback through playing is absolutely the single best way to understand Metrico.
Therefore we also decided to offer a sneak peek into the world of Metrico for everybody: A free demo will be available when Metrico releases. This demo consists of the entire first world. In terms of gameplay time, the first world is about 5% of the entire game. Please note that this world merely touches the surface of what we’re trying to do with Metrico. More inputs will be added in every world as complexity and difficulty increase. We sincerely hope you enjoy the demo and if you’re up for much more exploration and mindbenders, it will only be a few inputs away.”
You hear that guys? We’re getting a demo! I’m always wary when a unique game doesn’t release a demo to let players get a taste, but thankfully that won’t be the case this time.
Metrico is set to release August 5th in North America and August 6th in Europe.