They are, you know, like you on a normal Sunday, you are there, you know, doing a barbecue or whatever, and a guy appears with a sword, 'hello!' So you're like, 'what the fuck?' So this is what we try to create with these bosses: they are in their ecosystem, doing their thing, and you are there interrupting them." So when you find these creatures, they are doing their thing. Because the thing is like, you are not the hero, right? You can become the hero, yes, of course, but that's your goal usually. And then the most spectacular ones, well, you saw in the trailer, the big spoiled progeny that actually, you know, is as big as a building. We're talking around 30 in total, with different types and sizes. "And then, of course, we have the cherry on top, which are the bosses, so we feature quite a lot of bosses in our game. So on that, you will have a big variety from smaller enemies to actually huge problematic encounters. We've built every level with its own thematic and its own inhabitants. So every area, every zone is very important for us. "On top of this, we have all over the place, we have what we call the Natives. So sometimes you will want to be there in a corner with your shield and your sword to try to kill those big guys to get stuff. Then as you advance in the game, it gets more and more dangerous. "So when you start, it's only the most basic. ![]() And that's something that is actually escalated. There you will see bigger creatures appearing from Umbral. "As part of the Umbral Dread, this illness that appears the longer you stay in Umbral. And with a button, they can switch between the two worlds." So basically, what we do with that is that, in the editor, we can design the two levels, so artists or designers can just go in and create whatever they need for both sides. For instance, for the duality of the two worlds. On top of this, we've added our own layers of tech. We paired with Epic to work with Unreal Engine 5. ![]() "We paired with the best technology out there. But both experiences have a high quality bar in terms of visuals. "Right now, it performs at 60 fps on PS5 and Xbox Series X in Performance mode, and 30 fps on Quality mode. And then what are the nightmares of these people, right? So that's why it looks so horrific". "In short, in Umbral, how we've built it is that we thought like, how would the nightmare world of these people in this world look like? For us, it's like you have Axiom, the real world, which is fucked up, right? Like everybody is, you know, people are not like, let's say, on their best mental condition. So it's basically tapping a bit on the horror genre a bit. But when you're going to Umbral, there is this random chance that things appear when they shouldn't, when you would not expect them. And this allows you to advance bit by bit. "Then you learn the patterns of the enemies, where they're placed, etc. So it's like you get to a level, you die." So then with this, what we want to give you is that in this type of game, is taking care of your learning curve, which is very important. And in fact, the longer you stay there, the more dangerous these enemies are going to be. But there is indeed, while you are in Umbral, we teased that there are enemies that pursue you when you are in Umbral. "Now, there is a part, though, that I cannot talk much about it, because we want to reveal it later on. So you can imagine how hard it is to create one game, imagine creating two sides of a game with two, let's say, layers. ![]() So we've designed and built everything by hand. "We wanted to offer a very, let's say, handcrafted and polished experience. So one cannot live without the other, but at the same time, one is trying to eat the other, so it's a bit of a crazy universe.Ī hand-crafted map with a procedural twist ![]() They are like the two sides of the same coin. With this, what you achieve is two parallel universes. So you always need to be cautious when you want to do this. But that has a risk, because then if you die in Umbral, that's the true death. "And then you can decide at any point for the lamp to consume your body and become part of Umbral, or travel to the Umbral realm. So you will see what is actually blocking your progress. So then you can raise your lamp, and with that just peek on the other side, look around and say, 'aha, there is a pathway there', or a door, or an enemy, or whatever it is. And sometimes you will find a blocker, like, 'oh shit, I don't know where to go'. "So how does this affect gameplay? So pragmatically speaking, basically you're going to be working around the game world, you're going to be exploring. And basically gives you the ability to travel between the world of the living, Axiom, and the world of the dead, Umbral. What is the lamp? The lamp is, no spoilers, but the lamp is a part of this goddess. "So what are you there? You as a player, you are a long-time dead, and you get resurrected by the lamp.
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