It was important for us to encourage players to go for a score attack type of play, and the graphic novel-style lettering is great to communicate the action to the player in a way that is both stylish and instantly recognisable. We were inspired by games such as XIII and Volition’s The Punisher for the look and feel of the game. The graphic novel aesthetic was a good fit for the dynamic and punchy style we were going for, allowing us to give feedback to the player in a fast-paced way that looked cool and made sense within the world. We want players to feel like they are the protagonists in a buddy cop movie from the 90s, so everything is over the top and unrealistic, from the action, the slow motion, the characters, all the way to the story and enemies. The RICO series is heavily inspired by popular action cinema, and you can see that influence in everything from theme, visual aesthetics and gameplay. The graphic novel aesthetic was a natural development from the first RICO, which had a stylised cell-shaded look, so with RICO London we wanted to take that further. What was the process like of coming up with the graphic novel-style visual aesthetic for RICO London, and then implementing it in the game? "The graphic novel aesthetic was a natural development from the first RICO, which had a stylised cell-shaded look, so with RICO London we wanted to take that further." NOTE: This interview was conducted prior to the game’s launch. Below, you can read our conversation with designer James Parker. Ahead of the game’s recent launch, we had the chance to send across some of our questions about RICO London to its developers. Rather than delivering yet another gritty military shooter, Ground Shatter’s RICO London instead offers a flashy, explosive game inspired by buddy cop movies with a graphic novel aesthetic oozing style. It’s always refreshing to see a new release in the FPS genre that tries to do things a little differently.
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