![]() We’ve always had interesting, older kind of sci-fi themes, like 50s/60s/70s romantic space travel kind of stuff, as opposed to future sci-fi. Then it was just an obvious move to marry it with the visuals that we had. I think that’s kind of where the fundamentals of it came from, it was all about capturing that: the zero-gravity, physical movement. Joshua: Design-wise, I think the inspiration for us is always trying to create something that feels good in its basic movement. What do you think were some of the inspirations and influences when developing the game? ![]() So it’s actually about coming to grips with what it means to have a body in a zero-gravity context and understanding how to move around the space without gravity to hold you down. But in the zero-gravity context, they’re almost impossible. So you are tasked to manipulate the hands and arms and legs of a weightless cosmonaut or two, if you’re playing local co-op, and you essentially operate a puppet-like sort of body to try and perform seemingly trivial tasks. Prior to the game’s release, I decided to have a chat with the guys behind the game, Alexander Perrin and Joshua Tatangelo, and learn a bit more about how it came to be.Īlexander: It’s essentially like a zero-gravity body simulator, in the simplest terms. ![]() The game, with the help of Film Victoria, has already gained favour with critics, with the team racking up prizes from awards bodies such as Freeplay and Gamescom. ![]() Melbourne-based studio Two-Point Interactive is bringing the complexities of physical movement in space to your home with Heavenly Bodies, a physics-focused game about cosmonauts, the body, and the absence of gravity. In space, nobody can hear you press the left and right bumpers to move your knees. ![]()
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