When I asked the team, Davie wrote that Angelo was one of the earliest characters designed for Destruction AllStars-other characters that were created early on were Boxtop, Lupita, and Xander. All in all, though, yes, a lot of research was put into each and every character to make them as authentic as possible! Personally, I remember reaching out to a bunch of people and getting a feel for their mannerisms, their quirks, and then have those resonate in our characters to make them feel as regionally authentic as possible." Changing Lanes "Twinkle Riot is an amalgamation of two of my friends who love K-Pop and cosplaying. Rescue (my dad is a retired Air Force pilot who makes his own fair share of dad jokes!)," Ahmed wrote. "A lot of the characters are also based off of people in our circle, or those whom we admire I’ve put in a lot of my own dad into Sgt. And Scottish writer Kim MacAskill is behind Season 1's new (very Scottish) playable character, Alba. You can see this in Destruction AllStars' writing team: For example, writer Khaya Ahmed is well-known for her consultant work with Marvel Comics on Kamala Khan, aka Ms. ![]() "In fact, we've since gotten some of our sensitivity readers on board as writers now, and with future content, we're making a much more concentrated effort to bring in writers with relevant lived experiences, to help make our characters as authentic as we can within the heightened fictional world of Destruction AllStars," Armstrong wrote. Sensitivity readers were brought in to ensure the team maintained the right track-their lived experience was "vital in shaping the characters," and course-correcting when Lucid Games' research and writing "hadn't quite hit the mark." Giles: "I'm hoping we can see use ASL more in the future, though it isn't really viable during gameplay, as he needs to keep his hands on his steering wheel." "The more we know about the world, the more cohesive it feels as we build it out with new features, or content, or cinematics, etc."Īrmstrong added that the team looked to well-received depictions of established characters in other mediums as well. " is really important, it helps make the world feel rich and interesting, also to inspire and spark new ideas in the game," Davie wrote. The lore of Destruction AllStars was an important part of establishing what the game ought to be. Lucid reached out to creators around the world for inspiration and research that would inform the characters' designs and backstories, as well as the abilities they possess. ![]() "We really needed more depth-who are these characters really? What do they think of each other? All the big and small questions."ĭavie explained that Lucid Games approached the formation of the art team and writing team the same way: by seeking out diverse voices to better represent the world the studio wanted to create. "We had the broad strokes of the game world and the characters pretty fleshed out, as well as general intentions for where we wanted to take it, then we started searching for writers to help us build out from there as well as improve on what we had," Davie added. The character hero abilities were not there day one in the concept, but they came as we explored ways of having our characters have more value, and it's an area we are still keen on expanding." As the concept grew, so did the role of the characters too. We know not every character will appeal to every player, but that is fine. We wanted characters with personalities that people could latch onto, love or hate. We didn't want to have nameless, faceless drivers running around. "The characters allow the momentum of the game to be maintained. "We decided early on that the characters and vehicles had to exist together and have equal importance-even if the gameplay was skewed more towards vehicle action," Berry told me. I was happy to hear that the narrative aspects of Destruction AllStars have always been a part of the game the team established the importance of storytelling right from the get-go. Destruction AllStars is an experience that certainly benefits from having a diverse assortment of characters and plenty of dialogue (I love this cast of characters so much y'all) but it's one that didn't necessarily need those things in order to be fun. ![]() Ahead of Season 1, I sat down for an email interview with game director Colin Berry, art director Chris Davie, lead writer Giles Armstrong, and writer Khaya Ahmed to talk about the storytelling in Destruction AllStars and why the team decided to go so hard on crafting wonderfully unique and diverse characters for a game where you're crashing cars most of the time.
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