Even Sala’s Twitter account is plastered with Xbox hashtags, further solidifying his business relationship with Microsoft. It’s worth noting that there has been no mention of timed exclusivity or even a hint of a PlayStation collaboration. Time spent with the Xbox Series X has allowed me to harness the creative and technical power to take the gamer on a wonderful journey to these worlds, straight from my imagination, without limits.” Where action binds you to the structure of these worlds. My goal – my passion – is to create worlds that are not just epic landscapes and backgrounds, but dangerous and disturbing places. “Working on the Xbox Series X has been a great experience. Salas offered his own comments on the game’s development and release, stating: Prior to The Falconeer’s release, Zullo stated they have “worked closely with the Xbox team over the past year” to find The Falconeer “a natural place in Series X.” The Falconeerĭelivering another blow to PS4 and PS5 owners is a statement from Wired Productions’ managing director, Leo Zullo. In fact, everything has been very heavily geared towards the Xbox Series X | S launch of the game, which was delivered to new console owners through Microsoft’s Smart Delivery system. Dogfights unravel in 60FPS for a smooth experience that, unfortunately, PS4 and PS5 owners will have to enjoy in Let’s Play videos and Twitch streams.Īt the time of release, neither Sala nor the game’s publisher, Wired Productions, had anything to say about a PlayStation release of The Falconeer. Unique structures and scattered settlements dot the land below as the Falconeer soars above, bringing the fight to the well-equipped rivals that threaten the sanctity and beauty of the ancient Ursee. However, Microsoft wasn’t the only company dropping a major release that could benefit from an indie-developed, open-world joyride like The Falconeer.Īs players take flight in Sala’s delightful adventure, they’ll guard the skies above the Great Ursee. But is The Falconeer coming to PS5 as well as Xbox Series X | S?ĭeveloped by the solo team of Tomas Sala, creative director at Little Chicken Game Company, The Falconeer released on Steam and Microsoft’s new Xbox Series X | S. The Falconeer literally elevates players as they man the titular Falconeer, an aerial warrior equipped with the latest in avian ranged firepower. If it doesn’t register that you’ve arrived in the landing area - which happened to me many times - you just barge into the side of a cliff, obviously taking a huge health hit and damaging your precious cargo to boot.Video games often take players to new heights, showing them new worlds and vast universes to explore. However, it is not always receptive - if you’re carrying cargo, you can’t slow down the way you usually would, so you tend to come in hot at your destination. The UI here is decent, and should be straightforward enough for you to easily locate your landing perch. To land, you need to locate a section of a settlement usually marked by a circular symbol. But that’s what The Falconeer makes you do, so let’s roll with it. I am not sure why this is the case - in terms of narrative coherence, there is no real reason for you to not be able to tackle multiple quests at once. Essentially, if you’re in the middle of a mission, said mission will be aborted if you land. If this alone was fixed, my impressions of the game would not only skew upward - they would skyrocket. My biggest gripe with The Falconeer, though, was landing. Mobility - like standard flying - is excellent. On several occasions I ran out of energy, barreled downwards, skimmed the water, and used it as a hydraulic catapult into a sideways flip leading into a natural swerve to spin around at precisely 180 degrees before reentering the fray falcony guns blazing. But you can also swan dive into the sea at a blistering pace, before launching yourself back up in the air and whirling around behind your opponent. Evasive maneuvering is brilliant, in that your ostensible options here are deceptively simplistic - you can barrel roll right or left, or you can dash forward, using a kind of energy you build up by flying downwind. The dogfights - or should I say falconfights - are tense and sometimes enjoyable, but not for the reasons they should be. It chucks you out of the nest and says, “fly, little falcon,” and as you might expect, learning to do so on your own is infuriating.Įventually, after you start flying well, you’re introduced to combat. I soon learned that you don’t really need to use the analog tied to camera orientation all that much, and can instead just focus on pulling your falcon left, right, up, or down - but the game never tells you that. But even when I remapped the controls to a more standard variant, navigating the air was immensely rough. The controls are inverted at the start, which is not an especially big deal - you can change them.
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