sayonara wild hearts is an indie game announce at the 2018 game awards. the game is developed by Simogo, hands-down my favorite mobile devs who are mostly known to console and pc gamers for their game Year Walk. it's published by Annapurna interactive and is coming to nintendo switch. it's also supposed to also come to apple arcade later. here's the announcement trailer:
the game (along with wattam and outer wilds) was previewed by Annapurna to the press last month, and it was playable more recently at PAX east. here's some previews and videos that are out:
https://www.shacknews.com/article/110357/sayonara-wild-hearts-hands-on-preview-dance-revolution
https://www.hollywoodreporter.com/h...yonara-wild-hearts-wattam-outer-wilds-1191611
https://www.polygon.com/2019/3/7/18253544/sayonara-wild-hearts-preview-impressions-nintendo-switch
https://mashable.com/article/sayona...tch-simogo-hands-on-preview-first-impressions (includes interview with Simon Flesser, co-founder of simogo)
https://venturebeat.com/2019/03/07/...laying-a-pop-music-game-at-200-miles-per-hour (includes interview with Daniel Olsén, the game's composer)
https://www.okbeast.com/2019/03/28/sayonara-wild-hearts-pax-east-2019-preview
https://passthecontroller.io/2019/04/05/pax-east-preview-sayonara-wild-hearts/
http://www.pushsquare.com/news/2019/04/hands_on_runninr_down_a_dream_in_sayonara_wild_hearts
time-marked (1:00)
gameplay video from PAX east
who's excited for this game? i don't see a lot of hype for it on era but it's one of my most anticipated games of 2019. also it's 60fps, 720p/1080p native res. not everybody has that.
the game (along with wattam and outer wilds) was previewed by Annapurna to the press last month, and it was playable more recently at PAX east. here's some previews and videos that are out:
https://www.shacknews.com/article/110357/sayonara-wild-hearts-hands-on-preview-dance-revolution
The first thing to note is that what's on display in the game's trailer is basically the game. What's on display is no cutscene. The game is a colorful, playable, on-rails music video, with players controlling the main character in a bombastic, choreographed journey. The idea is to pick up collectible coins strewn about the stage, aiming for a high score. Depending on whether The Fool is flying or riding a vehicle, players can either move left or right or all around.
But at heart, Sayonara Wild Hearts is a rhythm game. So as The Fool makes her journey, players are prompted to hit the A button at various points throughout the song. That includes when it comes time to battle factions like the Dancing Devils. But this isn't a traditional kind of confrontation. It's a musical pursuit. Players must keep the rhythm, avoid obstacles, and avoid shots from the individual Dancing Devils, as their pursuit culminates with a one-on-one confrontation. Here, players repeatedly tap the A button and shatter their adversary's heart, essentially disintegrating them.
https://www.hollywoodreporter.com/h...yonara-wild-hearts-wattam-outer-wilds-1191611
In Sayonara Wild Hearts, players control a young, masked woman as she races through neon streets and collects floating hearts. What at first glance appears to be a high-octane auto scroller soon morphs into a unique amalgam of fast-paced quick-time events, three-dimensional game controls and a pulsing soundtrack that pumps energy into the breakneck action.
The short demo recently showcased to invited press, including The Hollywood Reporter, presented a small number of levels, but even in such a limited offering Sayonara Wild Hearts impressed with unexpected depth in both its gameplay and visual presentation. Each new stage builds upon its predecessor with new elements, be they jumps, dodges, interactive environments or enemy types to flesh out a game that, upon first glance, may appear much simpler than it actually is.
https://www.polygon.com/2019/3/7/18253544/sayonara-wild-hearts-preview-impressions-nintendo-switch
For my media demo, I'm only allowed to play this first level. And I love it. In this early part of the game, there's very little in the way of challenge. If I miss my cue, song and game blur into a short rewind-pause, inviting me to try again. I'm almost always successful the second time around. Sayonara Wild Hearts wants me to find my groove, to glide through its melodies.
I enjoy the novel experience of believing myself to be a dancer, though the dance floor isn't so much a square plane as it is a series of tunnels wallpapered in psychedelic hues, decorated with gaming iconography.
I suspect it's one of those games, like a great pop album, that delivers its mysteries and pleasures through repetition. Certainly, it lends itself to repeat play in search of high scores.
https://mashable.com/article/sayona...tch-simogo-hands-on-preview-first-impressions (includes interview with Simon Flesser, co-founder of simogo)
Its girlish spirit isn't ever condescending or self-congratulatory, either. Sayonara Wild Hearts simply uses the feminine as a pastiche for a traditionally masculine, action-heavy type gameplay. Without calling attention to itself, this makes for one of the most quietly empowering female experiences I've ever had in a video game.
Because in Sayonara Wild Hearts you kick ass by overcoming every wild new thing the world hurls at you, never missing a beat, never taking a breath to slow down. And really, isn't that a distillation of what being a woman in this world is like? Only in this version, you get to hack those enemies with beautiful dancer-like sword fights.
https://venturebeat.com/2019/03/07/...laying-a-pop-music-game-at-200-miles-per-hour (includes interview with Daniel Olsén, the game's composer)
The game is really about the fusion of music and gameplay. Inspired by music games like Rez, you speed along on a motorcycle through a tunnel-like landscape and make some quick decisions that keep you from crashing or getting beheaded.
The gameplay is fast, and you have to react to twists and turns. A character named Little Death tries to knock you off your motorcycle as you're speeding through a city. You have to tap the Switch's shoulder buttons at the right time. On the other hand, the game is fairly forgiving. And that may help it draw a broader audience that is more interested in the fusion of the beautiful art and the pop music. I found it very addictive and compelling.
https://www.okbeast.com/2019/03/28/sayonara-wild-hearts-pax-east-2019-preview
By the end of my demo, I think I got a great feel for Sayonara Wild Hearts. It's not a punishing game. As a matter of fact, it seemed insistent on making sure nothing gets between you, the music and your stylish navigation of it. I've got no clue what the game is about but coming away from it, it's the game I need to know the most about and that everyone should keep their eye on.
https://passthecontroller.io/2019/04/05/pax-east-preview-sayonara-wild-hearts/
It's hard to fully explain the art style and sound design of Sayonara Wild Hearts while giving it the proper praise it deserves. In some of the stages I played it felt like I was dipping my mind into a rainbow as I disappeared into a trance-like state of existence. Other times, the thumping in my chest was matching the tempo of the songs as I tried to collect every heart on screen while dodging cars and fireballs.
Sayonara Wild Hearts is easily one of the most unique gaming experiences I've had this year, let alone just at PAX East. I'm looking forward to securing the best scores amongst my friends in this beautifully designed, anime-esque, musical adventure that oozes the style I wish I had and attitude of the game you wish you were making.
http://www.pushsquare.com/news/2019/04/hands_on_runninr_down_a_dream_in_sayonara_wild_hearts
A rhythm based infinite runner of sorts - the game has checkpoints, levels, and endpoints - Sayonara Wild Hearts is a visually stunning, neon filled wonder of a game. We got to play the first five levels and found ourselves utterly enraptured. The first level sees you playing as a character flying through the ether on a skateboard to the rhythm of Claude Debussy's Clair De Lune. It's magical stuff. If anything, this first level is the least bizarre of the bunch too.
The subsequent levels got faster, more eclectic, and certainly more frantic. Your mode of transportation and the character you control seems to change level to level as well. Sometimes we were riding a neon pink motorcycle through some bizarre abstraction of an old European city, while others we were driving through cavernous chasms. The bike levels in particular seemed to be the most gonzo of the bunch. There are pseudo boss fights - also retaining rhythm mechanics - that involve motorcycle karate fights, and again, these are just the early levels. If that's the beginning of the game, we can only imagine where the game goes from there.
The game is just so wildly inventive with the infinite runner formula that we found ourselves entranced. The colour palette is amazingly vibrant, the soundtrack is just as varied and eclectic as the environments, and the whole package makes for an exhilarating and creative ride. The game exudes such a high volume of energy that we couldn't help but enjoy ourselves as we anxiously await news of a PS4 release.
time-marked (1:00)
gameplay video from PAX east
who's excited for this game? i don't see a lot of hype for it on era but it's one of my most anticipated games of 2019. also it's 60fps, 720p/1080p native res. not everybody has that.
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