While they pushed for an open world from the beginning of the development process, they weren't sure they could reach the level of freedom they desired. Yamaguchi says that his art team continually worked with the tech departments to ensure that their gravity-defying vision held.
Ultimately, Gravity Rush's level design ended up being quite different from the standard, guided path where everything is calculated to maximize player experience. Given that Kat is free to move freely to any surface and stand on just about anything in her environment, from floors to ceilings, their design approach centered around the absence of a set path for player progression.
"This approach that we took is almost the opposite of level designing, where everything is calculated and the player is left to follow the path that was created in the creator's head," said Yamaguchi.
Gravity Rush will be released for the PlayStation Vita this summer.
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