Stevenson mentioned that if you don’t care for the vanity amps (that create an arguably cool effect when you reach certain style levels) you can avoid using one at all. He also explained that there are “a lot” of different respawn scenes when you die. That’s actually a good thing, because the one we saw are hilarious.
We learn that Insomniac will keep testing “what works right” in regards to the traversing speed, and will keep in mind the feedback they’re receiving.
Keep in mind, it plays faster than it looks on video. And in the middle of combat, while figuring out what traversal to do next, where the enemies are and how they are impeding you, while trying to kill them (and decide which weapons to use or switch weapons) and keep your style meter going, means there is a lot to keep you busy.
Stevenson also responded to fans that weren’t exactly convinced by the idea that Microsoft would fully believe in an original project like Sunset Overdrive, listing some of the factors behind the choice to go with them.
There are always many factors. Who likes game. Believes vision. Believes in scope. Has slot for it. Lets us keep IP
They completely believe in Sunset Overdrive.
As a final treat, he made available the high resolution version of the game’s lovely key art by British Illustrator Ollie Moss, that you can grab below for your wallpaper needs.