

Well, one is that it's part of the economy, we expect you to sell them. So I never really got to experience so many of the weapons as much as I wanted to, and I think that was part of the criticism.Īrcade Berg: No, that's a good point.
#THE ASCENT STEAM UPGRADE#
Because of the few upgrade materials that I had, I wanted to spend on something that I know is reliable. So even though I was getting a lot of really cool weapons towards the end game, especially the heavy stuff, it was hard for me to upgrade. But as you advance, enemies get tougher, and you don't have a lot of opportunities to upgrade those weapons.

VG247: What I found to be a problem was throughout my 15-20 hours with the game, I was constantly getting new weapons. So you will not find a weapon which has been generated on the fly with random numbers. Because we took that artisan approach of every single piece of armour has lore written for it to help bring a stronger world, a more deliberate everything. But all of our weapons and all of our armour - everything in the game is hand-crafted. There is character progression, levelling, skills, abilities, loot, armour, damage types, different weapons, story, characters, dialogue, voiceover cutscenes. I mean, it has everything, you know - it checks all the boxes. VG247: But it does have some RPG elements…Īrcade Berg: Absolutely. VG247: What are some of the things that you think people unfairly criticized the game for not having?Īrcade Berg: I would say around RNG loot and endgame, and those sort of things we explicitly said that's not the game. So it feels absolutely amazing that the audience, the gamers, are enthralled and that they are 100% on board. We're getting emails - never gotten this many emails before - with people just saying, “Hey, I just want to reach out and say, this is my game of the year,” or “I've been waiting for a game like this, this is perfect,” “Me and my wife are playing it's the best thing ever.” We see a lot of that. Twitter's going crazy, YouTube and streamers are loving it. Had we been a flat seven, you know, then you know exactly where you stand, right? But with this five out of five, ten out of ten, nine out of ten, it's like we hit something, we struck a chord, and some people just pure love it. But I do think that the mix you can see is because we did manage to make something that people care intensely about which I think drives that.

They expect this to be a different game, something we tried to address earlier as well with our marketing, saying, “This is the game, this is what the game is not,” yet we did get some feedback saying like, well, “It does a poor job being this,” which is the thing we said we weren't. I definitely think some of the more negative ones want it to be a different game. Were you surprised at all? How was your reaction to that?Īrcade Berg: To some extent, because you know, we got a lot of nine out of tens, and five out of fives, which of course is fantastic.
#THE ASCENT STEAM CODE#
Ahead of launch, talking to some of the people who had access to code and talking to some of my colleagues, I personally expected the Metacritic score to be a little bit higher. VG247: Let's talk about the critical response. VG247: Are you able to say how many copies it sold?Īrcade Berg: No, I don't think we're commenting on that now. We knew that there were people out there who cared, and were rooting for us. I mean, we knew we were making a game we thought was good. How do you feel about that?Īrcade Berg: Accelerated? Thank you. VG247: First of all, congratulations on the launch! I just saw Curve say $5 million revenue in the first weekend. To see this content please enable targeting cookies.
#THE ASCENT STEAM PC#
In the wake of the game’s record-breaking launch, I caught up with Arcade Berg, creative director at developer Neon Giant, to learn about his thoughts on the game’s critical reception, the initial lack of parity between the PC Game Pass version and Steam’s, and much more.

To others, The Ascent’s bizarre loot system, bugs, and some undercooked elements distract from what would otherwise be an easy win. To some, The Ascent is one the year’s biggest indie success stories.Ī core team of 12 people managed to set a new standard for the genre creating a believable, dense cyberpunk world in a game that delivers solid action, and unique abilities that make combat consistently exciting.
