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How Katana Zero brought action into cutscenes

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they ve taken to make their games. This time, Katana Zero [official site].

When a game s cutscene begins and the dialogue starts spooling, I can t help it. My phone comes out and I m scrolling. From being active I ve suddenly become passive, and rather than stay engaged, my brain impulsively turns to Twitter, Reddit, anything, to feed its pathetic desire for reward through light interaction.

But I don t during Katana Zero s cutscenes. When this action game halts its razor-fine combat to tell you its story, I sit forward. That s down to its interrupt system, which lets me choose whether I want to hear NPCs out, or whether I want to tell them to shut up. I honestly hope more games adopt the interrupt system, if nothing else because it just feels like a much better way to tell stories, developer Justin Stander tells me. It s less reading and more doing. (more…)