ReCore

ReCore is an action-adventure and platform video game developed by Armature Studio and Comcept and published by Microsoft Studios for Windows and Xbox One. The game was released worldwide in September 2016 and re-released in August 2017.

ReCore
ReCore key art, showing protagonist Joule (center right) flanked by Mack (center left) and other friendly corebots
Developer(s)
Publisher(s)Microsoft Studios
Director(s)
Producer(s)
  • Scott Green
  • Takuya Shiraiwa
Designer(s)
  • Eric Weiss
  • Berenger Fish
  • Masahiro Yasuma
  • Kevin Choteau
Programmer(s)
  • Jack Mathews
  • Marc-Antoine Bernard-Brunel
Artist(s)
  • Todd Keller
  • Shinsuke Komaki
  • Patrice Bourroncle
Writer(s)Joseph Staten
Composer(s)Chad Seiter
EngineUnity
Platform(s)
Release
  • NA: September 13, 2016
  • AU: September 13, 2016
  • JP: September 15, 2016
  • EU: September 16, 2016
Genre(s)Action-adventure, platform
Mode(s)Single-player

The story tracks Joule Adams, one of the first volunteers for the utopian colony of Far Eden, who wakes after centuries in cryo-sleep to find that nothing has gone according to plan. With her three robotic machines known as corebot companions, Joule ventures throughout Far Eden to uncover the secrets behind the failed mission. The open world of Far Eden is subject to exploration and the collection of resources. Joule's weapons are color-coded to inflict damage on a particular set of enemies and, like her companions, can also be enhanced. The corebots support her in battle and puzzle solving.

Development began in 2014. The game was directed by Metroid Prime trilogy game director Mark Pacini, written by Joseph Staten and conceptualized by Keiji Inafune. Mega Man and Metroid were significant influences in its creation. The development was divided between Armature Studio and Comcept into their own distinctive proficiencies, while Asobo Studio assisted. ReCore received mixed reviews, the most critical of which noted insufficient design choices, technical issues regarding lengthy and unsuccessful loading screens and repetitive combat, while praise was overall focused on the story, platforming and controls.

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