There will also be bullet time, the ability to see through walls, and much more. Widmańska & Wróbel: For example, there will be a dash that we showed in the trailer. Additionally, temperature will play an important role in the exploration of the world there will be regions on the map so hot that access to them will be possible only at night.Ĭan you elaborate a bit on the weapons, gadgets, and abilities we’ll have at our disposal? How futuristic are these weapons and abilities? It can be a city, a cave, a canyon, an abandoned building, anything that will provide us with a minimum of protection. When one of them is coming towards us we have to find a safe place as soon as possible. Widmańska & Wróbel: First of all, we have electromagnetic storms and radioactive solar storms that are deadly threats to us. One of the most exciting features I’ve seen is ExeKiller’s “ever-changing environment.” Could you talk more about how the environment plays a role in the gameplay? Exploration is very important to us the locations we encounter on our way will be small but full of details, telling their own story. We want the player to feel sometimes lost, lonely, irrelevant. Widmańska & Wróbel: The world of the exekiller will be large enough to feel the distance and scale, traveling in your vehicle. I’ve seen that ExeKiller will feature a small open world with a main quest and “a few side quests.” Can you give us a more detailed idea of what to expect in terms of scope? There won’t be any final decisions five minutes before ending. Similarly, each ending will be the result of all decisions that were made during the whole game. That’s why you won’t be able to see all quests in one playthrough. Your decisions will affect some of the missions. Widmańska & Wróbel: There will be key moments in the game that will have an impact on the plot. How can players impact the narrative? I’m interested to hear how unique each player’s story can be. Why not both? After you catch him, you can do whatever you want - set him free, kill him, or put him to jail. You can go get him with a gun blazing, or sneak past your enemies. If you manage to finally find the fugitive, it is up to you what you do. You go there and look for tracks, search the place for clues, question witnesses, talk to people, bribe someone, or lie to someone. Widmańska & Wróbel: You get the commission and information where the fugitive was last seen. All of it had a huge impact on us, so it’s hard to point out exact gameplay mechanics or systems.Ĭan you explain ExeKiller’s core gameplay loop? To mention more inspirations, we are also fans of cyberpunk literature like Philip K. We spent many hours watching the film and playing these games having awesome fun but also a lot of aesthetic or emotional experience. Widmańska & Wróbel: We are huge fans of Fallout, Red Dead, and also both Blade Runner movies and also Deus Ex. (will be appealing).Ĭan you talk more about how properties like Fallout, Blade Runner, and Red Dead Redemption helped inspire ExeKiller’s development? How have these titles impacted gameplay specifically? For fans of western or sci-fi… the setting, background story, job of main character, some of the quests, gadgets, guns etc. We like playing with conventions of genres, blending them, mixing to create something new, so it seemed natural for us to bring it here as well. Widmańska & Wróbel: Yes, as we said before we are also filmmakers and we love cinema, especially classic but also art house. What are some of the other ways this game is made for fans of the western and sci-fi genres? There were a lot of references to classic movies in ExeKiller’s first trailer. About creating the world, you want to come back to and explore it, but also have fun at the same time. It’s about building the right mood and atmosphere. It’s not about the best models and the sharpest textures. We are both visual creators, (We bring our experience in such fields as photography, graphic design, and film.) so it is very important to us that the game looks its best. Widmańska & Wróbel: First and foremost, in our games we want to tell good stories. What previous experience is the Paradark team bringing to ExeKiller? Widmańska & Wróbel: Of course! And we are working on it and hopefully in the near future with the publisher’s support, we will be able to enlarge it even more. I saw there are currently four people working on the game. Currently we are also working on our first movie. We love challenges and we love playing games! One day, a few years back we just thought, “Why don’t we try to create our own game?” At first it was our “after-hours job” just for fun, but last year we decided to make it official. Kasia Widmańska & Amadeusz Wróbel: We are Kasia and Amadeusz, owners and founders of Paradark Studio. The Escapist: Tell us about Paradark Studio and why it’s confident in ExeKiller as its first game.
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