До перехода на страницу: 10 сек.
[закрыть]

Raven’s Cry. Henri Lindgren: «Yo-Ho-Ho and I’ll cut your head off!»

06 Сентября 2012

Almost from the beginning of the industry, pirates have always had a bad luck with the game adaptations of their adventures. We can remember poor effect of Sid Meyer’s Pirates!, russian game Age of Pirates and other mass-produced items which are based on movies. A situation can be changed by upcoming action Raven’s Cry, made by debutants from Octane Games Productions. The team has been creating a new project for several years, where strong storyline and delicate dilemmas meet brutal combat system and dark world and go together. Furthermore, authors say that the major task is to change already formed image of piracy, which appeared due to superficial industry, and to show that pirates are not only about being Captain Jack Sparrow or road agent; they are ruthless cut-throats, booze-hounds and murderers. The producer of Raven’s Cry, Henry Lindgren, tells about the precise details of that action-adventure in the interview for GameStar.ru.

Greetings. Please introduce yourself to our readers. Tell us about your position and job responsibilities.

Hello Hello! My name is Henri Lindgren and I’m the Line Producer in Raven’s Cry project.

Tell about Octane Games Productions. How many developers work for your company and where is your company’s office situated?

There are roughly 20-25 persons in house at the moment. We have a strong and dedicated team of professionals all around the world. The core team has been working together from 2007 so the “team spirit” is really strong in our team.

For our readers who might not be aware of Raven’s Cry, care to give us a brief rundown of what the game is about?

Raven’s Cry is a 3rd person Action Adventure pirate game that focuses on challenging the image of pirates in pop culture. Today pirates are seen as funny fellows from the Caribbean. We bring brutality, darkness and grittiness to pirates — the real essence of pirates back in the day. Basically what we are aiming is to get the “Yo-Ho-Ho and a bottle of rum” into “Yo-Ho-Ho and I’ll cut your head off”!

The story of Raven’s Cry is basically a classic revenge tale which tells a story of Christopher Raven, a ruthless pirates who’s mother and father were killed in front of him when he was a young boy. He now seeks revenge to the pirates responsible for this blood bath and is not afraid to do everything to achieve his goal.

What you would say is this game’s main selling point The story? The RPG elements? Action? Etc...?

There are no RPG elements in the game. We liked to keep the game realistic and stay away from the “look! Flowers! Let’s pick them and make potions!” type of gameplay and focus on the brutality of the melee combat as well as the story. Those two are the key selling points for the game and we have really put a lot of emphasis on getting them done right! Player’s will see a lot of blood, a lot of great looking cinematic combos and a great story!

Do you know how much content there is in Raven’s Cry? Do you think there's enough to keep people interested?

Raven’s Cry is a really story driven game which makes the game really interesting from beginning to the end. I can already unveil that the decisions that the player makes during his vendetta can and will influence how the game plays out in the end.

What audience do you expect to be interested in the project?

We are expecting all pirate fans to be really excited about the game but also all Action and Adventure game fans will surely enjoy it!

 

How far along then is Raven’s Cry?

We are currently going to Alpha stage. Still lot of work and polish ahead!

Are there any planned online modes for the game or is this strict single player experience?

Nope, strictly single player in order to make the story and combat as compelling as possible!

What has been the most challenging aspect of development up until this point and why?

This is the first AAA title for our studio so basically the entire project has been a big learning experience for everyone. Challenging, yes, but also really educational and exciting! The best part of the development really

On the design side, how do you guys work?

We believe that in every game developer lives a small game designer. That’s why we see that is really important to take all opinions into consideration when designing e.g. melee combat. We love brainstorming on coffee breaks! Everyone in Octane Games is a dedicated core player and I think it shows in Raven’s Cry!

Are we going to see a sequel or more?

Hopefully. We’ll see… ;)

 

What is a stage of Raven’s Cry development? What elements of the game are finished and what will you work in the nearest future?

As said, we are currently going to Alpha stage. Still pre-Alpha and working hard on the melee combat at the moment! For the next few weeks the whole team will focus only on getting the melee combat fun to play!

First, it seems that we should expect some kind of pirate adaptation of the count of Monte Cristo story or are we mistaken?

I would say that you should expect the incarnation of true pirates to pop culture!

Tell us who of the team members has Emilio Salgari, Muller or history books of buccaneer to corsair era in their private collection?  By the way, what are the most notable events in the history of piracy that you consider to be its turning points?

We have stacks of historical books and references in our office about the age of pirates and the era in general. We even have real historical swords and pistols in our office to keep the good work motivation going!

Our game is set in the end “buccaneering period”, late 17th century but we have kept the exact year as blur as possible to enable some freedom in the game design.

Will we be able to meet any historical figures and famous sea wolves that have actually existed? Such as Francis Drake, Edward Teach, Jean Bart or Thomas Anstis. Or maybe their in-game interpretations? Tell us more about the protagonist. How did he become a pirate?

The story is fully fictional but of course some references to the real pirates are present in all the main villains and in the main character also. We also wanted the main character to have the almost corny pirate hook, only because we want the melee combat to be as brutal as possible. In fact the hook is not a normal hook but a curved blade that does severe damage to enemies.

The protagonist is so called “new born” pirate — he became pirate not through greed and thirst for power but through anger and blood-thirst for the pirates who murdered his family. It’s almost ironic that through the hate that he has for the people responsible for the murders, he becomes more and more like them. Like Nietzsche said; “Be careful when you fight the monsters, lest you become one”.

Is there going to be magic or mysticism in your game? Or are you aiming to make it as realistic as possible and there's no place for all this bokor and voodoo stuff?

There is going to be some voodoo type of “realistic” mysticism in the game. Voodoo was a big thing back in the day in the Caribbean and we wanted to show this in our game as well.

Which pirate business is going to prevail in Raven's Cry — sea battles, clashes on shore or rum parties in some dirty pub?

Clashes on shore will take the high ground immediately followed by the sea battles. Rum parties in dirty pubs can of course be handled by the developers themselves!

                                      

Does player even have to be a pirate in the first place? Can we switch jobs? Or are we going to play the role of a “tough guy” any way?

We are trying to give an image of a brutal and dark pirate character in the game so the choices that player is prompted are going to be “bad”, “worse” or “badass”. For example: when interrogating another pirate in a dirty tavern the player can choose to intimidate the pirate with a pistol which is semi-bad OR he can go “bad-ass” and hit a knife through the pirates hand on the table! After getting the information he needs, Christopher Raven can either walk away or take the lantern from the table and set the pirate on fire! Pirates were bad and we like to stick to that image.

Interview by Anton Zhuk

Kingdom Come: Deliverance. Daniel Vavra: «Deliverance is probably my dream project»

The creator of the cult gangster action game Mafia: The City of Lost Heaven Daniel Vavra about one of the prettiest and biggest role-playing games of next-gen.

The Mandate. Parihelion Interavtive: «Just some text and a few cool concepts is no longer sufficient for backers»

There were Novgorod Pirates that were bothering us in Infinite Space for DS, not to mention fairly regular additions to the library of titles with an overly stereotypical representation of Russian history, majority of which is an obvious propaganda. For the developers of The Mandate, on the other hand, it's more of an exotic and appealing setting that allows to fuse together the core mechanics of the old-school RTS/RPG with an array of fresh and innovative features.

The Vanishing of Ethan Carter. Adrian Chmielarz: «We'd like to call our game a weird fiction horror»

Last year the founder of People Can Fly and father of Painkiller and Bulletstorm, Adrian Chmielarz, left the studio to establish a new company that goes by the name The Astronauts. Distancing itself from a familiar genre of shooters, his new studio has recently been working on a gloomy adventure game The Vanishing of Ethan Carter. We couldn't miss an oportunity to ask Adrian a couple of questions about his new project.

Marcin Iwinski: «Easy to play — Hard to master» is what we are after in Witcher 3»

I’m fairly convinced that Witcher 3 is going to be amazing. During the last half of the year we’ve talked to developers three times, discussing not only the new Witcher, but also another ambitious RPG that’s been developed in CD Project RED for two years already. We’ve seen Witcher 3 with our own eyes, and it DID have all the promised fixes, improvements and the open world. No doubt – CDP does everything the right way, and our latest talk with CEO Marcin Iwinski is just another proof of that.

Phil O'Connor: Enemy Front offers more freedom and flexibility than any other WW2 FPS

City Interactive are making a shooter which is to become a step forward for the war against fascists setting.

Lords of the Fallen. Tomasz Gop: «Dark Souls wasn’t punishing for me!»

As soon as Lords of the Fallen was announced, it was labeled as «German Dark Souls». At a first glance this observation does seem correct — both games are harcore RPGs that focus on combat and exploration. But as soon as we dig deeper we see that LotF developers have quite different priorities than their Japanese colleagues. What are the differences between LotF and Dark Souls, what weapons can player crush skulls with, what are the «educated guesses» and how did RPG development accents shifted told us Tomasz Gop, executive producer of Lords of the Fallen.

Batman: Arkham Origins. Ben Mattes: «We want make an exciting early career Batman game»

We would like to present the interview with WB Games Montreal, which is to pass the important test - developing of Batman games series.

Joveth Gonzalez about The Bureau: XCOM Declassified: «We wanted to remind players that they were playing a true XCOM game»

What happens if you try to turn turn-based tactics in a third-person shooter? We will know the answer very soon, because The Bureau: XCOM Declassified will release this week. While waiting, we decided to find out what should we expect from The Bureau and to ask some questions straight to the developers.

American James McGee: «Alice is my boss!»

He says he's not a storyteller, yet his games never cease to amaze us with their deep plot and their intricate questions. He keeps positive outlook on things, yet his paintings are colored in gloomy dark crimson tone. Our previous interview with the famous designer was timed to launch of OZ campaign, and now, during conversation about a green-eyed girl travelling between two worlds, I realized that I am not so worried about the fate of little gun-wielding Dorothy. We'll definitely see her comeback — she has her loyal Tin Woodman in the person of a modest storyteller from Shanghai.

Ryan Sharr: «You will die in ROAM; the question is how long you will be able to survive»

Interview with the developers of the promising zombie project called ROAM. Ryan Sharr, the team leader and former employee of Gas Powered Games, answered our questions.

Total War: Rome 2. The Creative Assembly: «In the vast ancient-world sandbox of Rome II people will write some amazing stories of their own»

We really do like to talk with The Creative Assembly’s representatives, the authors of the cult strategy series Total War. The studio’s employees are not only true professionals that are doing fine games, they’re also very passionate and intelligent people. This time questions on the upcoming Total War: Rome 2 (and not only) from GameStar.ru have been answered by Al Bickham, Studio Communications Manager, and Jamie Ferguson, Lead Battle Designer.

Ubisoft Montreal: «In Watch Dogs you never know who is watching»

The interview with the developers from Ubisoft Montreal about one of the most awaited games of 2013 — Watch Dogs. While looking like any other action game, Watch Dogs is planning to discuss the ideas of modern dependence on technology and information with a serious face. And while there's GTA 5 and another sequel of our favourite Assassin's Creed, Watch Dogs will surely take its place among the greatest.

Satellite Reign. Mike Diskett: «I want the player to have to decide their own goals»

Satellite Reign is notable because of its developer, who was involved in development of original Syndicate and Syndicate Wars. We talked to Mike Diskett about his new game, cyberpunk and why this topic is so relevant now. Details — in this interview.

Armikrog. Mike Dietz «Aesthetic advantages of working in stop motion make it worth the extra effort»

Most recently, Pencil Test Studio has successfully ended the Kickstarter campaign. We decided to talk to the developers about developing process, how difficult it is to make a game from clay and why community is so important.

Denis Dyack: «The spirit of Shadow of the Eternals is the unwritten history of the world»

The announcement of Shadow of the Eternals is a great news to both ED fans and gamers that didn't have a chance to play it — a team lead by founding father of Silicon Knights is now determined to develop a spiritual successor to famous ancestor. About reasons for using CryENGINE 3, larger storyline scale and choosing the main cast, about connections between the SotE and ED speaks Denis Dyack, founder of Precursor Games.

American McGee: «Zombies» in OZombie have very little to do with the traditional brain-eating zombies»

American McGee is preparing something big: concept art from Alice-sequel and the new project called OZombie began to appear in the Internet. To learn more about these new games, we have addressed the list of questions to Mr. McGee personally. We could not figure out specific details, but still we had a nice chat.

Torment: Tides of Numenera . Kevin Saunders: «One of our primary goals is to give the player choices that matter»

We talked to the key developers of Torment: Tides of Numenera about similarities between the new inXile game and Planescape: Torment, how to start a successful Kickstarter campaign and why it is very difficult to sell the hardcore RPG to publisher.

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.

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