In case you haven’t heard, our team went out to PAX East this year. Among the amazing games was one that stood out, Road 96: Mile 0. Our esteemed colleague, Graves, was fortunate enough to have a quick interview with one of the devs on the game, Alicia. Throughout their chat, they covered the development of the new prequel game, and how it’s different from the first game.
Graves: First of all, I’m curious: Road 96 was very open-ended; It was procedurally generated, in fact. Comparatively, Road 96: Mile 0 has a much more concrete story; you’re following the story of Kaito and Zoey. So… what made you decide on following a more linear path?
Alicia: There are two main reasons. The first one is that we wanted to make a smaller game, not as long as we had in Road 96. Because when you do something procedural, you have to produce a lot of content that most players won’t see. Since we wanted to do one or two years development, we decided a linear game was the best way to do that. Also, one of the main challenges with a procedural game is that you cannot set an event in time.
Graves: Yeah, you have so much more control over the story this way. I can tell just from the demo and preview that I played, it’s so clear that the story is has a clear direction. You have something to say. It feels very concrete, very in keeping with the spirit of Road 96.
Alicia: We wanted to have a much more in-depth story, which we could not really do in our last procedurally generated game. This allowed us much more depth for the characters in question.
Graves: Indeed. In Road 96, you’re seeing the end of Zoey’s trajectory. Whereas this is showing how she got here. I find that really interesting. And of course, we had a chance to play some of the game, and it’s different than Road 96 to facilitate that. Not just in narrative, but in gameplay. It has almost a rhythm game feel to it, alongside great music. I’m wondering, though; what made you decide to go that direction, the more musical/rhythm direction?
Alicia: Good question. I think it’s a lot in our legacy. It’s where the game was coming from, that music and the spirit behind it. And music is always important on such trips — road trips, that is. And since we did not want to do the same thing as in Road 96, we’re like, “Hey, let’s do something completely different.” But still, we needed that legacy, and that’s in the music, like what you listen to on a road trip!
Graves: I loved it. Before I played the level with the punk rock song, I thought, okay, this is interesting; I’m like seeing where they’re going with this. The musical element her is very well implemented.
Alicia: Yeah. And we wanted to try out, also, new ways of telling the story. It’s one thing to say stuff and to show stuff, but it’s a different thing to experience it through gameplay. That’s what we’re trying to do this time. That’s how it works.
Graves: And the way it is done, as though in the perception or mind of the character.
Alicia: ”¦ It’s like really an insight into the mind of the character perceiving it, yeah. It’s really cool. When you play, like”¦ Kaito, his point of view of where he’s coming from, it explains what’s going on. It’s through his mind that you get that; we wouldn’t be able to tell all of what is going on outside of his mind. That’s what we wanted to do.
Graves: Taking that abstract approach is so cool, and it fits so well because the game is about perspective. At least, so much of the original was, and I’m sure this will be the same.
Alicia: Yeah, this one is about challenging your beliefs. It always is.
Graves: It makes me nervous, though, because I know Kaito wasn’t in the original. I know, no spoilers, but it makes me very nervous to see what’s going to happen because I loved Kaito immediately, and I’m already curious to see where that falls.
Alicia: You have to play the whole thing on the fourth of April to find out! We have some exciting things in store, you’ll just have to see. No spoilers!
Graves: I’m excited to see more of the world of Road 96. Thank you, Alicia.
As of the writing of this article, Road 96: Mile 0 is out on Steam! If music and stories of friendship are your thing (and let’s be honest, who doesn’t like those things?), be sure to check this out, though you should check out our review first, to make sure it’s up your alley!
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Kelson H.
Kelson is a spud head from out west. He is most happy when holding a milky tea with too much honey and playing a sprawling role playing game or reading a fantasy novel. His video game tastes vary but his main genres are looter shooters, RPGs, and real time strategy games.