

There’s literally nothing else to do, except go into mental hibernation. Kudos to you guys for getting through it!Īlexander: In another sense, it’s been good to have a project to keep ourselves occupied. That’s obviously been really tricky but it’s such a delight to now actually be able to launch it in person and do all that physically. You know how battered Melbourne has been with all the lockdown stuff, so it’s been nearly impossible to get anything done. Having to manage multiple people and manage ourselves all working from home, we’ve never done that before. Then on top of that, it’s a game which has been made more so in lockdown than less so. So it’s just been a lot of testing and adding too much and seeing how it goes, and then removing it to get that balance of not overwhelming people too much.Īlexander: Yeah. Just the difficulty of the game because you’re not only trying to come to grips with controlling your character, you’re also stumbling into these scenarios where you’re trying to visually decipher what the puzzle is or what technically needs to be constructed or put together. Joshua: I mean, the difficulty has always been a big one. Were there any challenges that you faced during development?
#HEAVENLY BODIES GAME XBOX MOVIE#
So yeah, keeping it very kind of analog informed by very physical mediums, like manual illustrations and old movie posters, very graphical things as opposed to crisp hi-fi stuff.

We’ve always had interesting, older kind of sci-fi themes, like 50s/60s/70s romantic space travel kind of stuff, as opposed to future sci-fi.


Then it was just an obvious move to marry it with the visuals that we had. I think that’s kind of where the fundamentals of it came from, it was all about capturing that: the zero-gravity, physical movement. Joshua: Design-wise, I think the inspiration for us is always trying to create something that feels good in its basic movement. What do you think were some of the inspirations and influences when developing the game?
#HEAVENLY BODIES GAME XBOX HOW TO#
So it’s actually about coming to grips with what it means to have a body in a zero-gravity context and understanding how to move around the space without gravity to hold you down. But in the zero-gravity context, they’re almost impossible. So you are tasked to manipulate the hands and arms and legs of a weightless cosmonaut or two, if you’re playing local co-op, and you essentially operate a puppet-like sort of body to try and perform seemingly trivial tasks. Prior to the game’s release, I decided to have a chat with the guys behind the game, Alexander Perrin and Joshua Tatangelo, and learn a bit more about how it came to be.Īlexander: It’s essentially like a zero-gravity body simulator, in the simplest terms. The game, with the help of Film Victoria, has already gained favour with critics, with the team racking up prizes from awards bodies such as Freeplay and Gamescom. Melbourne-based studio Two-Point Interactive is bringing the complexities of physical movement in space to your home with Heavenly Bodies, a physics-focused game about cosmonauts, the body, and the absence of gravity. In space, nobody can hear you press the left and right bumpers to move your knees.
