What were some major challenges you faced during Odyssey’s development? Needless to say, the following Q&A isn’t exclusive, but we hoped to put a few spins on our questions to give this Q&A a Sweet Setup feel.ġ. ‘Alto’s Odyssey’: How the team behind ‘Alto’s Adventure’ came up with one of the best smartphone games ever made - Business Insider.The evolution of Alto’s Odyssey: A Q&A with Team Alto - Apple Glory.Interview – A closer look at Team Alto’s stunning sequel, Alto’s Odyssey - Pocket Gamer.Exclusive: Q&A With Team Alto - The People Behind Alto’s Odyssey and Alto’s Adventure - Beebom.The evolution of Alto’s Odyssey: A Q&A with Team Alto - iMore.An Interview with Harry Nesbitt and Ryan Cash About Alto’s Odyssey - AppStories podcast.There are a range of Q&A’s already online, such as: Odyssey brings with it the same endless runner gameplay style of Adventure before it, but introduces a slew of new features - like wall riding, lemur chases, balloon bounces, vine grinding, and pot smashing - which force new and old players alike to master new ways to sandboard down the mountain.Īs players gain new skills and as they enjoy Odyssey’s Zen Mode (probably my favorite part of the game, especially with a good set of headphones), questions tend to evolve surrounding how Odyssey was made, where inspiration for the game comes from, and how Team Alto struck such a perfect balance between serenity and addictiveness.įortunately for us, and for everyone else over the last few weeks, Team Alto has reached out to a fair number of publications to answer some of the biggest questions players have about the latest Alto game. “Sequel” is inserted in quotations specifically, as Alto’s Odyssey requires neither knowledge nor skills developed in Alto’s Adventure to jump in and to enjoy the serene ride down the sandy slopes of Alto’s new world. Mid-February marked the launch of Alto’s Odyssey, a “sequel” to one of our favorite iOS games ever released.
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