And the death that follows the interview – Fight, premise and more

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WWith its mix of roguelike elements, side-scrolling platforms, and beat’em up action, the upcoming Mishura Games Immortal: And the death that follows Certainly seems to be on the verge of offering something unique, while what the developer has shown of the game and its magnificent aesthetic so far has also looked promising. Of course, there is still a lot we don’t know about the game, so to address that, we recently reached out to its developer with several of our questions. Below, you can read our conversation with developer Aleksei Nehoroshkin.

“Just like in Underworld and Dead cells there is a lot to configure in the way you fight, the synergies you can create, etc. One of the brightest examples is Fudo’s weapon – the Vajra, which functions as a Swiss lightsaber capable of summoning a variety of weapons. “

You described the game as “equally Mario and Mortal combatWhich is a particularly eye-catching description. Can you explain how exactly this manifests in Immortal?

This is a fairly reductive but funny description that the editors immediately understand that even though it has some violent melee combat, it is still a platform game with clear rules and mechanics. . Both fighting game rules and more conventional 2D action rules.

Evolving enemies and their progression with players is an interesting mechanic, but how exactly does it work in the game? Is it similar to scaling levels, or is there more to it?

No, this is not a scaling, rather think of the Nemesis system of Shadow of Mordor but with very different rules and the enemies are not generated randomly but are defined characters.

Immortal allows players to experience new sets of moves every time they play. Can you tell us more about how it works and what kind of variety it allows in the gameplay?

Just like in Underworld and Dead cells there is a lot to configure in the way you fight, the synergies you can create, etc. One of the brightest examples is Fudo’s weapon – the Vajra, which functions as a Swiss lightsaber capable of summoning a variety of weapons.

“Before Early Access, we just focus on the gameplay, but there are a lot of stories and stories written for the characters. But the goal is to make the game fun first and add the deeper story later after all dialogue and gameplay quests are complete. “

How much emphasis does the game put on story and storytelling?

Before Early Access, we are only focusing on the gameplay, but there are a lot of lore and stories written for the characters. But the point is to create a fun game first and add the deeper story later when all the dialogue and gameplay quests are completed.

Do you plan to add multiplayer modes to the game?

Something we have considered, but which is far too ambitious at this point to be promised.

of the immortal got a pretty striking visual aesthetic. How was the process of putting together this look for the game?

Lots of manual work. Animations are typed by hand, textures are hand drawn, visual effects are all 2D drawings, etc.

Approximately how long will an average part of Immortal: And the death that follows to be?

It’s hard to say. In the same vein as Hades, dead cells Where Darkest Dungeon – everyone’s playing time will be different.



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