It’s up to the player to theorize about the events, looking at posters, translating the alphabet we created, reading blood messages on the walls, etc. Some find it a little disconcerting while others enjoy the sense of isolation and immersion that it creates. As soon as you start the game, there is no hand holding, no interruption, no cut-scene. What’s the approach you’ve taken to storytelling with Hellpoint? While some games tend to go for a more direct approach, others like to rely on lore and environmental storytelling- what sort of a balance does Hellpoint strike between the two?īoudreau: It’s a storytelling technique that we’ve been wanting to try for a long time. It’s also one of the main reasons why we built the level design that way, you first playthrough might give the impression that there is a linear order to explore, but players who enjoy finding secrets will discover there are dozens of ways to complete levels, and the order you complete them affects which enemies are going to dominate other areas of the station. But we balanced stats in a manner that you can new game plus infinitely, and it’s near impossible to find out the real plot of the story in a single playthrough. It was also fun for us to hide a bunch of hints and secrets in it that should surprise the players once they hop in the final game, as the state of the station is not exactly the same between the demo and the final game.Įndgame content is something that many players consider vital in games, especially mechanics-focused RPGs such as Hellpoint– what can you tell us about what the game will deliver in that area?īoudreau: “New game plus” is weaved into the lore of the game, that’s something I cannot spoil too much about. How did you land on this decision, and what were your primary goals and expectations as far as The Thespian Feast, in particular, was concerned?īoudreau: It seems to us a good opportunity to make the demo as part of the lore so that playing it actually reveals information that complements what you can find in the game. While many developers tend to give players a taste of their upcoming games with demos or betas, for Hellpoint, you instead chose to release The Thespian Feast, which serves as a standalone chapter in the same universe. "As soon as you start the game, there is no hand holding, no interruption, no cut-scene." We recently got a chance to converse about these things and more with Cradle Games’ creative director Matt Boudreau and technical director Marc-André Jutras. Given the game’s rich premise, as well as the makers’ track record, there is a lot we wanted to talk to Cradle about, from their approach to level design to how they are choosing to tackle storytelling, and what their thoughts on the tech of the upcoming next-gen consoles are. Developed by Cradle Games, a new development house created by veterans of various AAA studios, the game promises a unique new spin on an established format, with a science fiction setting that is relatively rare for Soulslike games- which is what it purports to be. In spite of recent delays, quite a few people have got their eyes on the upcoming sci-fi RPG Hellpoint.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |