A few bumps on landing...

So Rapture is out finally, after three long years, and the critical reception has been amazing. One thing that is coming back however is the walk speed and lack of sprint function, and actually we’ve got a confession to make.

You can sprint in Rapture. Hold down R2 and it builds to sprint speed over a couple of seconds.

And that deserves an explanation. So here goes: there was a mess-up. And we’re really sorry about that.

A couple of weeks before the game went to final, Santa Monica did a last round of playtesting. At this point, the game included an autosprint. That meant that if you kept moving, you’d gradually ramp up to a run speed, specifically to deal with issues with how long potential back-tracking could take, given the game’s non-linearity. The problem was, playtesters wanted to be able to trigger it themselves. It didn’t matter about the speed, it was the psychology, the choice. 

So together with Santa Monica, we made a late call. We replaced the autosprint with aN R2 trigger hold, keeping the gentle ramp up to main speed. This then needed testing, because it potentially threw out all of the pacing we’d been working on for the last year, plus could cause issues with accidentally parkouring into places you couldn’t escape from, creating game-breaking bugs. All this took time.

And then suddenly launch was right on top of us, and something had been missed. The controller icon in the options menu was missing the sprint instruction, and it hadn’t been localised. Localisation takes about 24 hours, but because the UI is build in Flash, it would have to be changed, and that would mean a full round of testing before creating a patch- about 4-5 days through the global QA pipieline, which we’re doing now, but wasn’t ready in time for release. It’s in the online manual, but not at the start of the game. 

We probably should have announced the run button before launch, but we didn’t. That was a bad call, and we’ve paid for it in the reviews. But the most important thing is that we get the word out to players, so here we go – although we’d love you to take your time and explore Yaughton at a slow, steady pace, if you need to backtrack or get around more quickly, hold down R2 – it’ll take a few seconds before you are running fully, but it will speed your movement up.

And sorry for those of you who already played and were frustrated by the speed. Hopefully it didn’t spoil the experience too much for you, and knowing you can get around faster if you need to will make you want to return to explore more. 

Finally, there were some serious issues with the PSN store for the European market. SCEE have worked to fix it and hopefully it should all be working now. This one isn’t our fault, but we really appreciate your patience and hope you can get hold of the game and theme now.