We didn't want them to just look like big Vikings. That was very intentional.Īrnie Jorgensen: We wanted them to be very alien-feeling compared to the rest of the Nordic guys. RPS: The have a very Shadow of the Colossus feel to them, actually.Īlex Thomas: Yeah. They're these giant heavily-armored colossus kinds of characters. They're going to be your primary foes throughout the game. RPS: What about these inky looking creatures I keep seeing in the art around the office? Are they part of that wall of darkness?Īlex Thomas: The Dredge are one of the things that we've done working towards the single-player game. There were these natural breaks in the story that made for a very compelling trilogy. It just didn't make sense to go radio silent for two years and try to hammer on it. So we have this really long production cycle for a game that we wanted to get out. Kind of like Lord of the Rings.Īlex Thomas: Yeah. One of our guys, Gordon Walton, here in town has made a lot of games, and he said, "No, you've got to do it much faster." So we said, "Okay, we'll have three chapters." Each chapter will have a complete beginning, middle, and end. We were actually going to do it as one game. We have all three chapters laid out as one story. By Chapter Three you'll have decisions to make and you'll be interacting with that. ![]() In Chapter One, it's there, but it's not going to be one of the things that's right in your path. The more people you have, the longer your banner gets.Īrnie Jorgensen: You will be interacting with this darkness in Chapter Three. If you don't decide to leave right now, we're all going to leave without you." You can lose and gain people in the caravan. Your caravan's going to go, "We're all freaking out. You're not going to be able to sit there and kill days and days. ![]() But when you get to certain things, that will change what's happened and what state it's in. You're trying to achieve a particular goal. What we want to do is, you're working through a story that makes sense in context. Okay, there's this content, there's this content, and you don't see both. Having choice in a game is an expensive proposition, because once there's a branch, you have to say. As you're going, what happens around you changes depending on when you get there. RPS: What happens if the wall of darkness catches up?Īlex Thomas: What we are weighing heavily upon is that time is an important factor. You're balancing the speed at which you can travel with the needs of your caravan. But if you camp, this wall of darkness is getting every closer. As you travel, their endurance is going to get lower. To simplify it, it's a bit like of King of Dragon Pass meets Oregon Trail. They're going to spawn these events that happen. The way the travel works is, you have a civilization of people who all have needs. ![]() Our equivalent is going to be this travel instead. But we didn't have the resources to have exploration the way that you would in Dragon Age or something. We realized, when we started making the game, that we wanted a big, epic-sized world. The travel scenes that were in the announcement trailer are actual gameplay.Īrnie Jorgensen: I put up the wallpaper and called it in-game art, and everyone says, "Oh, this is awesome, I can't wait to see in-game shots." And I say, "That was an in-game shot!"Īlex Thomas: The idea behind it is you're an entire civilization of Vikings escaping from this rolling darkness that's swallowing up the world behind it. RPS: So how is single-player structured? Is there an overworld? How does it progress?Īlex Thomas: One thing that we found people did not connect with, even though we tried to explain it as much as we could. ![]() So I asked Stoic about every last bit of it: how it'll progress, what sort of Big Evil Force we're dealing with, where choices will come up and how much they'll affect the storyline, why all the voice actors are from Iceland, how they mo-capped those gorgeous animations (hint: lots of falling on their faces), and tons more. So then, what could possibly be left? What frigid depths of Stoic's mighty ice fortress have we yet to plumb? Well, mainly the actual Saga - the sprawling, multi-chapter single-player behemoth born of Kickstarter's unholy flames earlier this year. First, we brought you multiplayer impressions straight from the front grid lines, and then you learned everything there is to know about balance, microtransactions, and - in the process - yourself.
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