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Predecessor Dev Talks About Balancing Community Feedback, Inspiration For Brawl Mode & 120 FPS Support On PS5/XSX

Omeda Studios, the developer behind Predecessor, has shared details about balancing feedback from the game’s community, the inspiration behind its Brawl mode, and 120 fps support on PS5 and Xbox Series X.

The aforementioned details come from an interview with Twisted Voxel, in which the development team behind Predecessor also shed light on the potential risks involved in working on a MOBA, the key element that sets the game apart from Paragon, and the possibility of gyro aim support in the PS4 and PS5 version. The full interview can be seen below.

Predecessor 120 fps

1. What risks did you face with the release of Predecessor, a game built on the ashes of Epic Games’ cancelled Paragon?

I wouldn’t think the risks for us are much different than for most other titles, the main difference being that Paragon’s fans come to the table with certain expectations, which means balancing those expectations against creating something new and unique. Predecessor is lucky in that we have a strong community, over 2 million players strong, that support the game and believe Predecessor is taking a unique approach to action MOBAs and not only filling the space left by Paragon but forging ahead with a new direction for the genre, as well.

2. In your view, what is the key element that sets Predecessor apart from Paragon and other MOBAs, and are there things that it retains from the latter?

When we set out to design Predecessor, we knew we wanted to do a few things differently, so we focused on prioritizing the aspects of MOBAs that we think are fun and that were largely missing from the genre before Predecessor: verticality, cross platform gameplay, and a focus on action. We’re always thinking about how to implement new ideas in the MOBA genre.Another thing that sets us apart from the pack, we think, is our roster of characters. While we kept some of Paragon’s characters’ names and looks, we redesigned many of their abilities and their feel to fit our focus on fun action first. This means that we have a pretty unique blend of classic and new approaches to character design that players won’t find in many other MOBAs.

3. Omeda Studios has taken a community-driven approach to Predecessor’s development. How does the team strike a balance between conflicting opinions among the player base?

Listening to our community is a big part of how we operate. We’re lucky to have many different voices and opinions circulating through our social media and other comms channels. Some players are more focused on challenges – like ranked and game balance – while others are more focused on art style, new content, etc. No matter what the focus, we take comments from new and veteran players as points of reference for our designers to make the game even better for our players.

4. What served as the inspiration behind the new fast-paced Brawl mode, and how has the community responded to it?

The idea behind Brawl was to allow players to focus on using skills, getting to know a Hero they might not necessarily play in Classic or Ranked, and overall, just focus on having fun and overwhelming enemies, as opposed to mastering the meta and learning more advanced MOBA techniques Brawl is a great example of us working with our community to improve Predecessor. Our community was really positive about Brawl mode, which helped guide us as we developed it and continued to refine it.

5. Are there plans to offer a 120 fps mode in Predecessor on the PS5 and Xbox Series X, possibly in conjunction with AMD’s FSR3 frame generation?

We are currently in the process of rolling out 120 FPS mode on PS5 and Xbox, and hope to have this feature in for our next release.

6. Are there plans to add more precise means of aiming via keyboard and mouse and controller gyro aim (PS4/PS5) support on consoles?

Our team is always listening to community feedback on how to make the game more responsive and enjoyable for our players. For our 1.0 Launch, we believe we have reached a good spot when it comes to controls, on both KB/M and controllers and will continue to listen to feedback as we continue improving it.

Predecessor fans who play on consoles will be glad to hear that the development team is all set to roll out 120 fps support for the PS5 and Xbox Series X versions of the game via the next major update. As for the inclusion of gyro aim on PS4 and PS5, Furthermore, Omeda Studios will continue to listen to feedback and add support for the feature, should the community demand it.

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Muhammad Ali Bari

Muhammad Ali Bari has a knack for covering reviews. He manages our content pipeline, creates timelines for scheduled editorial tasks, and helps us cover exciting content. In his spare time, he enjoys playing multiplayer games.

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