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What can you tell us about the Red Goddess character? It’s often given free choice for player of how he wants to experience the game world: Run through the floating forest and kill everything on your path, or explore every area and find more about the world and creatures? So sometimes players will have to possess stronger creatures and destroys everything that blocks them from getting to specific areas. In the latter part of the game, the player will be able to choose what gameplay style fits best with him and explore the world of the game as martyr or demon. You will have to possess and take control of one of them and use his strength to clear the area from the enemies and unlock secret path. For example, when you will see the area guarded by demons, WORLD OF DEMONS SWITCH PORT HOW TOTo what degree fighting enemies will be important in Agony compared to, for example, trying to avoid them?įor the most part, players will have to avoid enemies as much as they can, but after learning more skills and understanding world of the game better, they will also learn how to control demons and use them to their advantage. Thanks to Kickstarter, we've even added boss fights to the game, and have further achievement - a physical version of Agony. We've added more demons to control, more optional areas, puzzles, and enemies. Thanks to the support of our fans and investor, we've managed to extend the original concept and make the game much bigger and complex. WORLD OF DEMONS SWITCH PORT FULLWhat prompted you to delay the launch for a full year? Did the game get any bigger in the meantime or was it just a matter of polish?Īt first, Agony was planned as a short, scripted journey through hell. The game was initially scheduled to launch in Q2 2017. Related Story Chris Wray The Quarry Review – Supermassive Returns to the Big Screen ![]() The only way to do that is to draw inspiration mainly from our own visions, not from stealing ideas from other, well-known concepts. I believe that creating a game which is different from anything people sees in the descriptions finds in religions, makes them more fascinating with the story of the game and the world we've created. In my research, I was trying not to copy the art style of other artists or steal their ideas and visions. Thanks to that, I was able to design a world which feels natural in a sense that many people who look at agony, have a weird feeling that this is exactly how hell should It helps me to understand this realm and find patterns and similarities in all descriptions. ![]() The complexity of the world from Dante's vision, was so fascinating to me, that I was starting to read and learn more and more about hell, from the oldest known scriptures from many different religions and systems of belief. The main inspiration to create a game set in hell was my first reading of "Dante's Inferno". What were your inspirations and influences, both in terms of art style and story? The official Agony development started in January 2016. With all of the support from Agony fans, I've managed to find the investor and create "Madmind Studio" with the group of my colleagues from the gaming industry. After seeing how popular the video was over the internet, I've talked with few of my colleagues, and we've made another prototype movies, which helps us to explain the original vision and atmosphere of the game. WORLD OF DEMONS SWITCH PORT MOVIEThe first prototype movie for Agony was created just by me in 2015. Below you can find the full conversation spanning a wide range of topics from longevity to influences, from technical specs to a potential port for the Nintendo Switch and much more. ![]() WORLD OF DEMONS SWITCH PORT PCAhead of the scheduled March 30th release on PC (the system requirements are here, by the way), PlayStation 4 and Xbox One, we've had the chance to chat with founder and CEO Tomasz Dutkiewicz, the leader of a small but experienced studio whose credits include games like The Division, The Witcher 3, Alien Rage and Sniper: Ghost Warrior 2. ![]()
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