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Level Up Your Best Friends: My Talking Tom Friends 2 is Bigger, Bolder, and Ready for a Housewarming!

https://ift.tt/Ces8cOa Forget what you thought you knew about Talking Tom &  Friends-Outfit7 is ushering in a bold new chapter for its b...

https://ift.tt/Ces8cOa
Forget what you thought you knew about Talking Tom & Friends-Outfit7 is ushering in a bold new chapter for its beloved characters. .
And leading the charge? My Talking Tom Friends 2, which is already live and ready to download.
This isn’t just a sequel though, it’s a complete neighborhood makeover – bursting with more personality, more places to explore, and characters that feel more alive than ever before.
Behind this ambitious transformation is Barbara Erman, Principal Game Designer at Outfit7 (Ekipa2 d.o.o. subsidiary).And we’ve been lucky enough to get the inside scoop on how this vibrant new world was built, what fresh systems are now in play, and how they balanced all this innovation with the timeless charm fans continue to adore.

What was the overall vision for Friends2, and how did you bring it to life from a gameplay perspective?

Barbara: The vision for the sequel was to create something that truly felt alive-a vibrant, dynamic neighborhood where the characters didn’t just hang out in one space, but had their own unique homes that players could explore. It was all about making the game feel like a real-world experience, not just a set of rooms to navigate. We had to think holistically-creating systems that worked together, ensuring the characters’ personalities were reflected in every detail. The goal was to deliver a cohesive experience while staying on track with production and keeping it all in balance.

How does the new game differ from the first one in terms of gameplay mechanics, character development, and player experience?

We’ve expanded how the world of My Talking Tom Friends 2 feels and works. Instead of all the characters living under one roof like in the first game, we’ve created a whole neighborhood for them to call home. Each friend now has their own house that really reflects who they are, which opens up way more space for storytelling and emotional depth.

We also made some big improvements under the hood-especially when it comes to how the characters behave. They now have more autonomy, meaning they’ll respond to what’s happening around them in smart, natural ways. It makes everything feel more alive and spontaneous. Another fun addition is the day-night cycle, which helps the world feel like it’s moving and changing, full of little surprises depending on the time of day. Also, a big leap forward definitely is the English voiceover will be included in the game-but for now, that may apply just to English-speaking markets.

The characters are somewhat different  from the first game. Why was that change made, and how did it influence gameplay?

We followed the brand refresh and gave the characters a bit more edge – made them feel more real, more independent, you know? Less of that super cute energy, and more of a “hey, I’ve got my own thing going on” vibe. We also boosted their animations so their personalities could shine even brighter. We didn’t just change how they look—we gave them stronger voices, bolder attitudes, and a fresh sense of identity. It’s like they’ve always had this in them, and now they finally get to show it. Same crew, but with more edge and personality.

How did you ensure that each character’s personality shines through more clearly in Friends2?

It all comes down to individualization. We made sure every house had its own distinct style-from the layout to the house-unique interactive items, the colors, and the vibe. It’s not just about the objects, but how each space tells a part of the character’s story. Players can host a performance in Tom’s house or play with bug vivarium in Hank’s house, and a bunch of other activities in other houses. We also tailored the needs and wishes system, making it more personal and believable. Players can now choose who they interact with and build their own emotional connection. It’s about giving players the freedom to make the experience their own while staying true to each character’s essence.

Speaking of characters speaking, how does voice play into the overall emotional design of the game?

Voice is a game-changer. It really breathes life into the characters. We’re experimenting with English lines in certain markets and keeping things playful with gibberish or our invented language in others. The idea is to make the game feel more like an interactive movie, where the characters speak in a language you can understand, sparking more curiosity, inspiring them to experiment, follow the narrative or evolve it for themselves. It’s one of the trickier parts of the project, technically, but the early feedback has been amazing. It adds humor, warmth, and personality, and it’s made the experience even more immersive.

How did the rebrand influence game direction and character behavior?

The rebrand aligned perfectly with what we were already doing for the game. We worked closely with the rebrand team to make sure the designs, animations, and everything else matched the new vision. It was about more than just a visual overhaul-it was about crafting a more cohesive and unified identity for the characters across every platform.

How did you design the characters’ houses?

Each house is fully unique and tailored to reflect the character’s personality. We didn’t recycle assets; every detail-layout, colors, interactive elements-was crafted to fit who the character is. Even the exteriors are designed to make it easy for players to recognize who lives there. Customization will come very quickly in updates, but at global launch, we’re sticking with this strong foundation.

Would you call Friends 2 a life-simulation game?

Absolutely! It’s the closest genre-an open-ended experience where players shape their own journey. There’s no right or wrong way to play; it’s all about personal choice. We made sure to give players plenty of quick-choice moments everywhere-like picking a character in a minigame, choosing from tons of paintings to spray, selecting their favorite RC car color, or even deciding what food to eat. These small choices really resonate with players and make the world feel alive. It’s a simulation of everyday life packed with meaningful moments and endless replayability. No two game days are ever the same, and players have total freedom to explore, experiment, and create their own stories.

What about progression? Is there a narrative arc, or is it all open-ended?

We’ve taken a more structured approach to progression this time around. In the first game, it was a bit more hidden from the player, mostly a background system of unlocking content each day a player returned to the game. But in My Talking Tom Friends 2, we’ve linked progression directly to the in-game day-night cycle. This is also how players level up and unlock new characters and their houses, props, and content, which helps make the journey feel more tangible and satisfying. It’s still open-ended, but now it feels like you’re gradually building toward something bigger and it is easier to see which things you are unlocking next.

Will the neighborhood expand in the future?

We’ve already got exciting plans in motion. A water park trip is coming with the global launch, for example. These trips will now be full interactive locations, not just static screens. We’ll keep adding new events, new places to explore, and possibly even more houses. Player feedback will definitely play a huge role in shaping what we do next.

What was the most challenging part of the project?

It wasn’t one single huge challenge, but rather a lot of interconnected ones. Making sure everything worked together seamlessly was tricky. One challenge was knowing when a feature was “done”-we didn’t want to over-polish or over-engineer and risk losing focus. But we handled it well and got everything aligned just right.

What are you most proud of?

I’m really proud of how the game world came together. Everything flows so naturally-from mini-games to core gameplay. It’s compact, yet full of meaningful content, and intuitive, yet layered with depth. We’ve created something that feels alive, without overwhelming the player. And the fact that the team took ownership and delivered such high-quality work in such a short time is something I’m really proud of.

Final question-how do you envision the Talking Tom & Friends franchise evolving over the next few years?

I believe in creating experiences that resonate with our fans. Whether that’s creative, narrative driven, challenge-focused or social, we want to craft worlds that feel cohesive and fresh. As long as we stay connected to what the players want, I think the future is incredibly exciting. We’re always looking for new ways to grow and evolve with them.

You can download My Talking Tom Friends 2 on Android and iOS – just click here.

The post Level Up Your Best Friends: My Talking Tom Friends 2 is Bigger, Bolder, and Ready for a Housewarming! appeared first on Gamezebo.



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