Stadia est à l'honneur une nouvelle fois sur Gamersyde et nous vous proposons de découvrir notre avis sur Wave Break et en bonus, vous pourrez lire une petite interview du co-fondateur de Funktronic Labs : Eddie Lee.
Verdict
Si Tony Hawk’s Pro Skater est une source d'inspiration évidente pour Wave Break, les développeurs de Funktronic Labs ont su y ajouter leur propre vision et quelques idées sympathiques, à commencer par l'esthétique très "Miami-vice" et une bande originale qui fleure bon les années 80. Pourtant, vos premiers contacts avec le jeu vont s'avérer aussi intéressants que frustrants, la faute à une difficulté assez élevée notamment au niveau de la prise en main de votre personnage et de son bateau. Les premiers essais seront très souvent couronnés d'échecs cuisants, mais à force de persévérance on arrive à dompter un petit peu la bête et les tricks commencent à s'enchainer de manière un peu plus fluide. Wave break est donc un jeu qui nécessite un minimum d'investissement pour en découvrir les subtilités et pour vraiment s'y amuser, et la récompense sera d'autant plus gratifiante.
- Les plus
- L'esthétique façon Miami Vice / année 80
- L'excellente bande originale
- Une courbe de progression impressionnante
- Le multi assez fun
- Les moins
- La caméra pose quelques problèmes
- 4 niveaux seulement
- Les grinds trop difficile à maintenir
• How many people make up the Funktronic Labs team today?
Currently we have eight developers at Funktronic Labs consisting of engineers, artists, musicians and marketing folks!
• Your different projects are very varied so far (VR/AR games, various graphic experiments, etc.) are there any other areas you’d like to explore?
If you take a look at our studio portfolio, you will notice that each experience that we’ve made has been vastly different not only in the game genre, but also in the target hardware platform. We’ve made VR games, AR games, mobile games, and “traditional” console games. As a studio, we don’t bind ourselves to any form, rather, we believe strongly in our design sensibilities and like to manifest our ideas in whatever form it sees fit.
• What have been your main inspirations during the development of Wave Break?
Our main inspirations have been from the classic Tony Hawk’s Pro Skater series as well as other arcade skating games. Those games set a nice foundation for balancing between “realism” and “fun gameplay”. With Wave Break, we like to think that we are bringing the spirit of those classic skating experiences into the modern world.
• Where does the choice of this very 80s graphic and musical style come from?
The 1980s Miami-vice inspired aesthetic was a natural fit for the game. With boats, jetskis, and guns, we thought the 80s Miami era would align really well with our mechanics. Plus, that setting is such an unique and recognizable time period in terms of tone. Also, the music of that time was absolutely banging, and fun to incorporate those vibes into our soundtrack.
• How will the solo campaign go? With levels? In an Open-World?
The solo campaign functions as story missions that unfold this drama between the Bigpin (bear) and the Detective McHutchenson (otter). Essentially, Bigpin endeavors to set up illicit operations but keeps getting foiled by the Detective. Additionally, the campaign features several side missions, including collecting secret tapes, scripted combos, and other fun challenges.
• What will be the different activities available to play together?
A big focus for Wave Break is its online multiplayer functionality, in which you would be able to play with your friends in a group or ranked online against other players in various games modes -- including free skate, time attack and death match. We also have split-screen local multiplayer as well. We are experimenting to add more game modes in the future, so stay tuned!
• How did the partnership with Google/Stadia come about?
At our studio, we had a strong vision of what we wanted Wave Break to be. The benefits of partnering with Google is that they allowed us to create the game without any compromises to our vision. Also, our focus on online multiplayer and streaming made Stadia a good fit for us.
• Did you receive any particular help from Google/Stadia teams during the development of the game?
The folks at Google Stadia were very helpful. Whenever we had technical questions, they would be very responsive. On the marketing side, they were also very helpful in aiding our marketing efforts as well. Overall, we’ve been very happy with working with them and would love to collaborate with them again in the future.