PlayStation news site Push Square recently had the chance to interview Seth Killian on his experience with PlayStation All-Stars Battle Royale. In the interview, Seth talks about having to adapt due to coming in to the project at such a late stage. He also talks about balancing the game’s cast and how he had to learn to factor in things that he’d never dealt with in traditional 2D fighters. Other topics discussed include character selection and dealing with leaks. We’ve shared some excerpts from the interview below.
PS: You obviously weren’t involved with the game at the start of development, so what were your first impressions when you finally did get your hands on it?
SK: Oh, I was worried about all sorts of things. I’ve wanted to make a game like this for a long time, I really like the game type, and obviously Sony is one of the few companies that has the characters to pull it off – but I was concerned about the way the controls were mapped. I was like, “Why doesn’t my Square button do the same attack with every character?” And I was also like, “Is my Super attack over here, or is it on L2? Oh no, that’s taunt.” So, I had a learning process to get there, but once I understood the inside of the game, I started to appreciate the decisions that the team had made.
PS: You mentioned that you’ve been involved in balancing the game. How do you go about balancing a game like PlayStation All-Stars Battle Royale, or any fighting game for that matter?
PS: How did the leaks affect the game’s promotional plans? What was the feeling inside the studio when the news broke?
SK: Well, I think we had multiple leaks actually. The feeling probably started with irritation, and then it elevates from there. The problem with leaks, though, is that for every real leak, you get three or four fake leaks as well, or people suggesting things that aren’t actually the case. So that’s always hard, because that really muddies the waters.
You can read the rest of the interview over at Push Square.