Cyanide about Of Orcs And Men: «Our inspirations are many: Star Wars, KOTOR and Inglorious Bastards»

28 Августа 2012

Cyanide not belongs to the gaming industry giants or to the studios, which producing only hits. However, their games are very worthy: cycling-fans annually trying new Pro Cycling Manager, Blood Bowl has won the hearts of many fans of both sport-arcades and thoughtful boardgames, and the recent Game of Thrones was good and atmospheric RPG, but with some defects, however. Now developers are working on another action-RPG: Of Orcs and Men. So, let’s talk about it.

Of Orcs And Men

Hello! Please introduce yourself.

TOM : Thomas Veauclin, Art Director at Cyanide & Producer on Of Orcs and Men.
Syl : Sylvain Sechi, Lead Designer at Cyanide & Producer on Of Orcs and Men.

How long ago did you start to develop Of Orcs and Men? And why you decided to create a game about orcs and goblins in the first place?

TOM : We started working on Of Orcs and Men 4 years ago. We started working on a prototype called Renaissance where we already found our two companions, an orc and a goblin, who abused these dear people. From the beginning, we wanted to play the anti-hero, we wanted to cross the mirror to put the player in the shoes of one who is usually the enemy. Also, personally, I love orcs! ;)

Syl : On very early concept we only had an orc, the goblin came quickly after, but originally it was only a sidekick. We liked him so much though, that he quickly became the second hero.

 

Of Orcs And Men

Of Orcs And Men

Is Of Orcs and Men a game in which the «Evil is Good» and we will play the role of bad guys, like in Dungeon Keeper, or Overlord. Or maybe you just decided to show the familiar theme of fantasy war from unusual point of view?

 

Syl: In OOAM you do not play bad guys, you play guys that are presented as the bad guys in 99% of fantasy universe that exist.

TOM: By playing an orc, the goal is not to say that humans are very bad and that nice little orcs have no other choice but to pull their head.

In our universe, humans are actually hard, but not all. And the orcs are not blameless either, their warlike and not diplomatic aspect does not always help to find a peaceful solution to problems. Of Orcs and Men is mature, non-Manichean, where no one is perfect.

Is the world Of Orcs and Men entirely your invention? Or are you working, for example, in a universe of some half-forgotten board game?

Syl: Low and dark fantasy, that was our intent for this new universe. We’re a bit fedup with high fantasy and fireballs. Our intention on OOAM was to create a universe and a world that will appeal to a grown up audience that knows fantasy very well and would welcome a new vision of what could be fantasy for adults.

TOM : Of Orcs and Men has been completely invented.

We wanted from a universe that seems easy to grasp for the player but by reinventing most of the codes. Before we start writing the script, we wrote the whole genesis of races in our universe, we really wanted low fantasy.

Does Of Orcs and Men have a linear story in which we can pay the role given to us, or it’s more of a sandbox-game? How much freedom will players have in their actions and decisions?

Syl: It’s more a linear game. It was important for us to tell a strong story and sandbox-game would not have been the wisest choice for that. Somehow we give the player lots of choices and most of them will have consequences on the main quest (even deciding to complete or not a secondary quest will have impact).

Of Orcs And Men

Of Orcs And Men

What was the source of inspiration for the team during development? What kind of games, movies, books or maybe comics?

TOM: As you might expect, our inspirations are many : StarWars, Battle Chasers, Hulk, Planescape Torment, KOTOR, Die Hard.

Syl: Yes, also Thief and Hitman, Game of Thrones obviously (since we love the books and created the RPG), but also Gladiators and Inglorious Bastards.

There are two main characters in the game. How will we manage them: one by one (say, like different quests -- different leading character), in accordance with the plot, or can we freely switch between the characters any time we want? Do you have a co-op mode in the game?

TOM : Both characters are played at the same time, they are always together, or almost. The player can pause the game at any time and can switch between each of his heroes when he wants.

Syl: No co-op. It was a choice not to do it because it would have meant a completely different game. Taking choices, making dialogues, all of that with someone else would have mean lots of changes. And we eventually realized that a roleplaying game is more of a solo experience and no one would wait that his friend is back online to continue his adventure, as we didn’t wanted to make a Fable-like co-op where anyone can join, kill a few monsters, but doesn’t have any impact on the story.

Tell us about the roleplaying system Of Orcs and Men. Which skills, attributes, abilities will be available to the player?

Syl: The player will be able to customize characteristics and skills of both Styx and Arkail since both of them have their own characters sheets with their own experiences and skill points. He will also be able to entirely customize weapons and different pieces of armors, and also improve them at certain craftsmen.

Of Orcs And Men

What about the combat system? Is it real-time or turn based? What kind of weapons can our heroes use? Will we have access to magic?

Syl: It’s real time, but you can slow the game to launch abilities at any time. Arkail mainly use one handed weapons (orc sized weapons :)) and Styx uses daggers, both for melee and ranged attacks.

How violent is your game? Can we expect the rivers of blood, dismemberment and other horrors of war?

Syl: The talks about the genocide of a specie so it’s obviously violent. That said we tried at all time to keep it realistic and only use it when necessary from a story point of view. We’re not fans of gore, but yes, when something is violent, you need to show it (note that things can get extremely violent without necessary shedding blood).

What is the approximate duration of the singleplayer campaign? Will there be side quests? Can side quests strongly increase the time spent at Of Orcs and Men?

Syl : I’d said you can complete the game within 15 hours if you only focus on the main quest. We have a number of secondary quests, between 5 and 10 hours more depending on the way you resolve them.

Was Of Orcs and Men originally developed for PC, or consoles? What type of controller is more convenient for this game: gamepad or keyboard and mouse? Are you experiencing any difficulties creating versions for different platforms?

Syl: The game was develop for console and PC in parallel, it’s not a port. So basically we took time to make both right and I’d say the game works very well under both controllers (you can choose on the PC version if you wish to play it with the gamepad). No special difficulties, that’s the advantage of working on all 3 platforms since day 1 :)

Of Orcs And Men

Which engine Of Orcs and Men uses? What are the approximate system requirements for PC?

Syl: OOAM uses “Silk” Engine, developed by spiders. It already served on Fairy and the next coming Mars: War Logs. Specs are not final yet but since the game runs very smoothly on PS3 and XBOX which tend to be not so recent hardware, minimum specs will be quite reasonable.

Thank you for your answers! We’re looking forward to you releasing the game.

interview by Kirill Ulezko

Daylight. Jared Gerritzen: «The experience of playing some different each time is truly next generation»

What horrors do horror developers play, how is personal nightmare born, what are the inspiration sources and how to scare the hell out of veteran gamers — Jared Gerritzen, сreative director at Zombie Studios, kindly agreed to answer these and other our questions.

Thief. Steven Gallagher: «Our Garret is a dry anti-hero»

Will the new team be able to carry over the unique atmosphere of one of the most intelligent stealth-series out there to their new title? Why is there other actor replacing fans-favoured Stephen Russel? Will the new game be able not to stain the reputation of one of the most difficult stealth series? The answers to all of these questions you will find in this interview.

Blackguards. Kai Fiebig: «Our characters are bad people, thrown together by happenstance, who are just trying to survive»

Kai Fiebig on working with TDE universe, dark and mature stories, battle maps with a twist and roleplaying system in Blackguards.

Techland: «When creating Hellraid we prefer to look back to the older titles»

Polish Techland has been already keeping step with us for a long time, always giving us something new. They’ve had futuristic shooters, westerns, actions about zombies. The next game of the company is Hellraid — uncommon fantasy action inspired by Quake.Pawel Kopinski

Maciej Sosnowski: «The Witcher 3 will be the first part of the saga with the truly open world»

What’s going to change with Witcher 3 storywise? What open world is going to be like? Were difficulty issues fixed and how did combat system evolve? All of those questions and a lot more are answered by Maciej Sosnowski.

Alma Mater — Kickstarter. Battle Worlds: Kronos. Jan Theysen: «We figured that Kickstarter would be a perfect opportunity for us»

After the success of XCOM: Enemy Unknown tactical turn-based strategy back to life again. The audience for the genre definitely exists, and it indirectly confirms Kickstarter-campaign of the Battle Worlds: Kronos, in which developers raised more than $260.000. We spoke with the creative director of the KING Art Games about the game, and how crowdfunding assists in implementation of studio’s ideas.

Amnesia: A Machine for Pigs. Dan Pinchbeck: «Your job as a designer is to create an immersive, engaging experience, and you use whatever tools you have in order to do that»

The content of this interview is very difficult to fit in a few sentences. Here we are talking about the FPS genre, an indie development and even about how it is difficult to scare the player.

Fly Hunter. Andrew Dayton: «You must establish a bond between your player with your protagonist»

Steel Wool Games is one of those small studios that could easily sneak out of our attention if not for the fact that it was founded by people from Pixar.

Andrzej Sapkowski: «The work of my life still has to be done!»

There is no dust on the CD’s, and every game can be found in my disk drive once a year. It’s impossible to examine the adaptation of Sapkowski‘s «The Witcher» without noticing a point of view of the creator of the universe. We are talking to Andrzej Sapkowski about fantasy genre, literary cycle of «The Witcher» and the author’s attitude to the game adaptation of his famous work.

David Prassel: «The great thing about ORION games is that no match is ever the same»

It's likely that only a few of you, fellow readers, have heard of a small Chicago company called Spiral Studios. This studio, meanwhile, already released a game, and built plans of Napoleonic scale regarding its future — up to 2015.

Alma Mater — Kickstarter. Agustín Cordes: «Asylum will create this feeling of impending doom»

13 questions about anything: the game development, abandoned houses, Dagon, Lovecraft ... Well, we got good fiction to pass the time before the men in white coats will come.

Joonas Laakso: «The game should be welcoming»

Finnish Bugbear Entertainment is warmly loved for its only creation, that successfully compensates all its past and present failures — wonderful FlatOut dilogy, a killer arcade racing game, where cars would get smashed by each other until only a chassis is left, and, as the bonus, you could play bowling with your driver!

Cyberpunk 2077. Mike Pondsmith: «Cyberpunk works because it's science fiction that we can experience in real life»

At the moment Mike, alongside with the famous Polish studio CD Projekt RED, is working on the Cyberpunk series extension, an ambitious RPG named Cyberpunk 2077; in addition, the world waits for the new redaction of the Cyberpunk board game.

The Night of the Rabbit. Ben Blanko: «One of the problems games suffer from is: there is so much to tell, but not enough time or space»

The Night of the Rabbit — new Daedalic’s adventure game – will release very soon. We decided to contact the developers and ask them about the development of TNotR, future of adventure games and difference between making a game alone and in a team.

BioShock Infinite. The Manifest of a game writer

Editorial board is discussing quantum and game mechanics of BioShock Infinite, String theory, the failure of capitalism, and a game as a writer's manifest of maestro Ken Levine.

Alma Mater — Kickstarter. Shroud of the Avatar. Richard Garriott: «Most MMO's these days are all the same!»

We spoke with the creator of the famous Ultima series about his new project, evolution of role-playing games, modern MMO’s and how historical reconstruction helps to develop video games.

Alma Mater — Kickstarter. Joe Houston: «Indonesian story telling masks, Native American implements of ritual and Balinese shadow puppets came together and became Unwritten Passage»

Once there was programmer Joe. He worked a bit in Midway, in BioWare, then worked on Dishonored with Arkane Studios… And then he just got tired of this: Joe opened his own studio and began to develop nerd strategy about nomads and tundra.

Jennifer Schneidereit and Phil Tossel: «Tengami is the first game based on the folding book concept».

Tengami — first project of a young studio Nyam Yam, headed by Jennifer Jennifer Schneidereit and Phil Tossel. With them we were talking about investing soul into the work, the plight of indie projects and the future of the industry.

Moebius. Jane Jensen: «To me the heart of an adventure game is the story»

Jane Jensen speaks about historical patterns, different views on accidents, the way she treats story, and Moebius.

Ion Hazzikostas: «A battle with the Thunder King will become very serious trial for the players»

«In the run-up to the Thunder». Interview with Ion Hazzikostas: lead encounter designer of World of Warcraft talks about patch 5.2 — «The Thunder King».

 
Логин:
Ник на форуме:
Пароль:
Еще раз пароль:
E-mail:
Пол:
Защита от роботов:
обновить картинку
код проверки