The changing dead: Saints and Sinners Interview - Virtual Apocalypse


Creative Director Adam Grantham talks to game over the VR hit.

Over the years, several developers have adopted Toen license and used it to make all kinds of games, from choice adventure titles through ego shooters to co-focused games, but with _The changing dead: holy and sinners, _ Skydance Interactive has done something very unique and very ambitious. Here is a VR title with full functionality, a reactive history, physics-based struggles and a fully explorable world. How the reviews of the game have shown in recent weeks, he works very, very good. Recently, before the publication of the game, we have sent some of our questions to the developers, hoping to learn more about what the VR game moves. Below you can read our conversation with Creative Director Adam Grantham.

_ Note: This interview was guided before the start of the game. _

It is not difficult to see how the presence of VR leads to a perfect connection with the horror genre. The running dead is clearly a perfect fit.

Why did you decide to develop this title as a pure VR title?

We have been in the VR area for several years now and at SkyDance Interactive we were always curious to make new experiences for which VR is perfect. It is not difficult to see how the presence of VR leads to a perfect connection with the horror genre. The running dead is clearly a perfect fit.

We were also very excited to bring a fully realized robust game in VR and looked a perfect way to do something that gave beyond the moment-to-moment mechanics and gave man a fleshy, tedious experience in which they could be released. And especially for twd We wanted to expand the emotional side of the VR presence and experience dramatic human moments of decision for which the franchise is known.

Is it possible that you consider a publication for the game on non-VR platforms, or is the virtual reality an integral part of the experience?

VR is definitely an integral part of the current physical experience. As soon as you play, you understand that immediately. But the game as a whole offers a lot, which goes beyond physical activity. Assuming a newfitting of the controls and the individual steps for flat screens, theoretically, a non-VR version could be possible. We did not make announcements, which comes next. But nothing is from the table.

How strong does the choice and consequence of mechanics affect the story?

There is an overarching story with some important decisions that the end can play differently. There are even some difficult tasks until the last few minutes. Many small stories meet their own individual decisions on the way, and within these small stories, they can achieve a great effect and cause them to play very differently.

Another key element, especially in these smaller stories, is that the game mechanics is always in the game. It is not only the branching of tasks that leads to different results. It's all that can happen in the gameplay. Did you led hikers to the quester and interrupted the entertainment and eaten the quoters alive? Did you accidentally forget him then to brain, so that he returns minutes later and attacks another quest transmitter? The gameplay never pauses for the story. Instead, it can interact with history and let things play on a surprising and exciting way.

Exploration is strongly recommended, to some extent even indispensable. The changing dead: Holy and sinners has 8 open sandbox regions and a home base that unlock larger areas in the course of history.

To what extent does the game focus on Stealth in contrast to the fight?

In our camouflage, mostly it is not about to avoid a fight. It is technically possible, and if you are very experienced, you can sometimes create it. But mostly, Stealth is about making the enemies the garday. It is a tool in your fighting army. You can use it with people and hikers. Especially if you cover yourself with courage and adapt to the hikers.

To what extent is exploration promoted? The changing dead: holy and sinners? Can players expect to visit some big, explorable places?

Exploration is strongly recommended until some extent even indispensable. The changing dead: Saints and sinners has 8 open sandbox regions as well as a home base that releases larger areas in the course of history. In all regions there are hidden content to discover, including locked safes and their codes, closed areas, keys and rare craft recipes that can only be found by exploration. You also need to explore the basics to keep up with the basic craftsmanship and survival. You will be desperately looking for food, medicines, associations and craft needs to survive another day.

Which influence do the physics-based systems of the game have on the fight?

Physics is a cornerstone of the fight. Melee requires realistic movement and strength. You can not get through if you just kacked unpredictable. It requires a conscious movement with a strong tracking to surprise a hiker. After a successful brain stroke, their weapons remain stuck and they need to apply real strength to free them from the bones and the brain they have just sunk. Pistols have a recoil and can be held with both hands. Each weapon has its own realistic weight properties and you particularly feel the differences between one-handed and two-hand weapons. If you play, you really feel involved in a true physical fight.

How long does an average play through The changing dead: holy and sinners be?

We believe that an average playing will take for at least 15 hours, probably more for most players. And if you want to explore the entire game offer, all progress trees, hidden recipes and co-content will be unlocked, and it will take longer.

Can players expect to see well-known faces or places? The running dead universe?

To be allowed to play in New Orleans, we allowed us The changing dead: saints and sinners his own unique room within the larger TWD universe. We have new characters, locations, factions and conflicts. We believe this is a strong plus for hardcore fans looking for the core topics they know and love, but with a new twist. However, there are some easter eggs from the larger universe who only appreciate fans, and we are pleased that the community finds them all.

The team has made a lot of care about this experience in ... The changing dead: sacred and sinners for players, and we believe it is different than anything they have experienced before. To the The running dead fans, it is a way to live for the first time in this universe.

Would you like to tell us something about the game?

The team has used a lot of care to put this experience into action The changing dead: holy and sinners for players, and we believe it is different than everything they have experienced before. To the The running dead fans, it is a way to live for the first time in this universe. You can experience the tension and the violent intensity up close and feel the weight of everything, both physically and emotionally. You can be who you want you to make calls that you want to make, and deal with all the consequences, for good or bad.

It is a new world with a new history and new characters, but all correspond to the core topics of the franchise. For VR fans, it will be one of the most advanced tactile VR experiences that they ever had, and one of the previously implemented VR games. For people who sat on the edge of VR, this is a good reason to interfere. We believe that we have brought a complete game to the VR platforms, as a few have done. For hardcore gamers looking for the promise of VR interactivity, but urge a really deep game, their time has finally come. Now is a great time to jump in VR and convince yourself of it.

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