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Gamereactor Nyheder Angry Birds 2
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Vi snakker med Rovio's Oskar Burman om Angry Birds 2

"We felt that this was substantially better in all areas and that's why we wanted to call this a sequel."
Bengt Lemne 22 oktober 2015

Vi slog et smut forbi Rovio Stockholm-kontorerne for at få en chat med manager Oskar Burman, om studiets første år, og hvordan de udviklede Angry Birds 2.

"There's been a lot of testing out new game ideas," sagde Burman. "We use game jams a lot in our methodology. Just testing out what we should be building. And that has been a big part of what has lead up to where we are today."

Game Jams som disse gav mulighed for mindre projekter såsom Selfie Slam. Burman forklarer processen i at arbejde på det der til sidst blev Angry Birds 2.

"We started to play with [new gameplay elements]," forklarer Burman. "At that point it wasn't Angry Birds 2 it was... we played around with a ton of different names. But in the end, we discussed with Finland, and obviously internally here, and we felt that this was substantially better in all areas and that's why we wanted to call this a sequel."

Angry Birds 2 udkom tilbage i juli, og var downloaded 20 millioner gange en uge efter udgivelsen.

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