Hi Everyone! I just wanted to talk about Azure Saga: Pathfinder’s character design changes through the course of development. As most of you know, in game design, things can change quite a bit from concept to the final result. What starts as a sketch usually changes drastically by the time the game is released. Take Azure Saga: Pathfinder, for example. The first image below shows two main characters, Synch and Medeina, interacting with each other. In the next two images, you’ll notice how different they look from that initial concept to final form. Finally, the last image demonstrates a large shift in art direction regarding their initial encounter. Though at times the changes were frustrating (because it meant developers had to backtrack a bit) overall the studio was very happy with the updates we made. How do you and your team make character design decisions? We’d love to know! Kat @ Masshive Media
Hi Everyone! I’d like to take a moment to share some elements that make Masshive Media’s Azure Saga: Pathfinder a bit different from other RPGs. In addition to hand-drawn artwork in a story-rich, isometric world, we have an in-game mechanic called “United Attack.” Party-based turn-based strategy is nothing new, but combining skills to launch a mega-attack is. You’ll have to figure out which team members and skills work with each other to take advantage of this combat feature – think of it as finding a recipe for the perfect attack. Certain foes can only be defeated with United Attacks, so it’s important that you discover as many of them as you can! Usually united attacks are found in strategy RPGs, but we incorporated it into a classic, turn-based game. If you love RPG/JRPG-style games, I’m confident you’ll enjoy playing Azure Saga: Pathfinder -- out now on Steam. If you have more questions about Azure Saga: Pathfinder, let me know! I’m happy to answer them. Kat @ Masshive Media