It’s tough to create a game with characters from other games. In a post on the PlayStation Blog, Francois von Orelli talks about the challenges of creating Bounty Battle, and the domino effect of success. He is the game’s Designer and Project Lead, and he is one half of the studio that created Bounty Battle. He acknowledges that the project was ambitious, but he wanted to make it work.
One of the biggest obstacles was convincing studios to let them add these valuable characters to a game. The first one was the most difficult, but other studios joined once they saw greater participation. In case you are wondering, Drinkbox Studios was the first to grant approval, and Juan Aguacate from Guacamelee! was the first character to join the roster.
The other challenges were creating a unifying art style and creating a move set that made sense while keeping the game balanced. A cartoony style was created for the visuals, and the studios helped to ensure the characters looked right. Some of the moves are a part of each character, but some of the moves are taken directly from the original games and redone in the 2D world.
Bounty Battle has been in development for six years, and it’s finally releasing on September 10th. As a bonus, any future characters will be released as free DLC.
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Jason became terminally addicted to videogames after receiving the NES at an early age. This addiction grew to include PC gaming and was cemented with the launch of the PS2. From then on, he was afflicted with epic RPGs, tense shooters, and deep strategy games, never becoming skillful, but never able to quit. He continues to play games (poorly) and share his passion for them to anyone willing to listen.