With Dark Moonlight delving into the descent into madness and the dark corners of the mind, what do you like the most about possibilities of crafting horror within video game storytelling? The game is like 40% finished so the entire optimization process is in front of us and we'll take care of it down the road. Misztal: It's likely a difficult task ahead of us but we'll manage because we're still in the beginning of our project. With that in mind, how do you make that scalable on a technical level for both? RELATED: Ubisoft’s The Division: Heartland Gameplay Footage Leaks Online What did you want to do with the game from a technical standpoint and what platforms do you envision it for? We're entering a new generation of gaming, with the PlayStation 5 and Xbox Series X|S out. There will be examples of Metroidvania in the game: In the beginning half, some chambers and layers of the mind of our character will be unavailable at the start but by the time we establish the past trauma from the character's childhood, new segments and sectors of the game will unlock. And we want to aim for, as much as we can, on a big variety of gameplay. We want to focus on the different layers of madness in the mind of our character, we want to give players the opportunity to explore what happened to the character, why is he the way he is now. Misztal: First of all, we want to focus on the story and make a linear but very memorable experience for the players. What is unique about Dark Moonlight in comparison to other survival horror games? With Resident Evil Village just having come out, it is a great time to be in the survival horror genre. They want to fight back and we want to provide them with the means for it. We talked with some players and they said they don't want another walking simulator only collecting notes and running from monsters. We want to go somewhere in between: We want to have levels where you shoot a lot and you have action but there's also more levels and more levels that are puzzle-oriented. Misztal: Let me share an example: Both Resident Evil 7 and are fantastic but Resident Evil 7 was mostly not an action-based game - at least the first part of the game - and Resident Evil Village was more action-based. How would you describe the gameplay experience of Dark Moonlight? RELATED: Xbox Game Pass: Everything Arriving and Leaving in May 2021Ī cornerstone of survival horror and the games you listed isn't necessarily fighting back so much as it is staying alive. We really took inspiration from Dante's Inferno and the layers of Hell, the devils, but we also had inspiration from Lovecraft we're mostly inspired by these two pieces of media. Misztal: Yeah, we have some hellish-looking monsters.
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