Spyro: A Realm Beyond devs didn’t want their platformer to be a “flight simulator,” so you can’t leave your favorite dragon on “autopilot”

← Back to the feed

Spyro: A Realm Beyond devs didn’t want their platformer to be a “flight simulator,” so you can’t leave your favorite dragon on “autopilot”

GamesRadar+ · 1 month ago

The developers behind Spyro: A Realm Beyond have explained that they deliberately designed the game's flying mechanics to keep players actively engaged, rather than allowing them to coast along on "autopilot." The team said they did not want their platformer to feel like a "flight simulator," and so flight is built to demand continuous input and skill from the player. This design choice matters because it signals how the revival intends to balance the freedom of aerial movement with the hands-on challenge that fans expect from a Spyro platformer.

The comments frame flying as one of the game's central traversal features, with the studio wanting it to remain interactive and rewarding rather than passive. By ensuring players cannot simply leave Spyro gliding along a set path, the developers aim to preserve the sense of control and momentum that defines the series' movement. The remarks form part of the wider promotional discussion around A Realm Beyond as it positions itself as a fresh entry in the long-running dragon franchise.

Culture Travel

Read the full article at the source →