![]() “I wanted to condense it down to a simpler and more essential thing that’s more suited to mobile,” Ågren explains. The result is a title that carries all of the hallmarks of its predecessor, yet knowingly changes and innovates upon certain areas to make it far more digestible for touch controls and smaller play sessions. Ågren knew that porting the original game to mobile platforms wouldn’t be possible due to visuals and controls, so he tried to explore ways to make My Friend Pedro more accessible to a wider audience. ![]() I was like, ‘Well, okay, I did this for five years, what’s another year and a half?’” Then I got to a point where I was like, ‘No, I’m gonna have a massive holiday, relax, and just get to know life again.’ I managed to do a short road trip at that point and then, you know Corona happened. ![]() “My original plan was to finish My Friend Pedro, then spend half a year creating DLC and improving things. “Part of the mobile market still operates on a little bit of a flash mentality, and that was part of the starting point of Ripe for Revenge,” Ågren says. Related: How The Community Is Banding Together To Save The Owl House Now, he’s unleashed the series onto mobile with Ripe For Revenge, a stylized take on the original game that is both an experimental release and a more relaxed development schedule. However, it was a labour of love from one man, a task that proved to be a satisfying yet ultimately overwhelming task for Ågren. It was a huge success, attracting a number of fans with its zany humour, gritty aesthetic, and over-the-top action combat. He was able to morph it from a passion project into a fully-fledged creation with the help of Devolver Digital. My Friend Pedro was born as a flash game during Ågren’s time in college and while working at Media Molecule.
0 Comments
Leave a Reply. |