The launch of Alto's Odyssey comes amid a broader societal concern about consumer technologies that seem to encourage overuse. There is an outdated perception of mobile games as time wasters. "In general, mobile games are a little more bite-sized.than something like a dedicated console game.but I think there's just as much room for profundity," Cymet said. "There was still this idea of novelty that surrounded the physical devices themselves" in the early days of designing for smartphones. "There is an outdated perception of mobile games as time-wasters," Cymet argued. In some ways, Alto's Odyssey reflects the growing creative potential of at least some mobile games. That relaxation extended to creating a Zen Mode, also found in the prior game, which strips away all the scorekeeping and challenges, letting players simply move through the gameworld. who brought a really resonant, magical quality to the sound, and that's one of the ways we maintained the sense of therapeutic relaxation." "We focus a lot on things like the quality of the soundscape and the music for the game," Cymet said. In designing the sequel, Alto's Odyssey, Team Alto tried to respect the game's almost therapeutic aesthetic. "People drawing the characters they loved the most, or telling us about the ways Alto helped them cope with illness.in some cases the loss of a loved one, and I don't think even in our wildest dreams we could have foreseen that." "We would start getting emails and fan letters - in some cases physical mail," he said of reaction to the previous game. Eli Cymet is lead producer on the new game, which launched on February 22.
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