If the game can get on Steam, that will be one way. Through which service will you deliver the game? You’ll have to find ways to maintain or regain health on your own by picking up some items or accomplishing certain actions.Ĭurrently gamepads are not supported (I’m a mouse-and-keyboard person) but I would like to eventually implement gamepad support before the game is released, yes. To the best of my knowledge at this point in the game’s development, I can say there won’t be any regenerative health in ‘Ghost of a Tale’. Will the game embrace it as well, or will players need to collect items in order to keep our little friend alive? Regenerative health seems to be included in almost every game in this day and age. Let’s say it will play a role but I’m afraid that’s a secret for now… □ I noticed our little mouse carrying a lute on his back. Regarding boss fights, there will be just a couple, yes, but they’ll be integrated in the story, not like something that feels tacked-on for the sake of having a boss. I don’t think they’ll be devilishly difficult either they’ll rely mostly on observation and exploration. Yes, you will be confronted to some problems along the way and you’ll have to think about potential solutions. Will the game feature puzzles to solve? Also, are boss fights in? But that’s mostly because the game is a very long way from being finished! The alpha trailer video was shot and edited a couple of months ago and while I’m happy it has garnered pretty positive reviews I also know that it doesn’t show much in terms of gameplay and story. So elements of sneaking and stealth are to be expected, with indirect methods of confrontation. And anyway that wouldn’t work as you mentioned you don’t play a super-hero. Yes, it is my wish that as the player you’ll never have to charge straight-on into enemies. Is it possible to avoid conflict, perhaps through sneaking? Our little protagonist seems to be out-numbered and out-powered. That’s too soon for me to say, but I think you’re not far from the truth combat will certainly NOT be the main focus in ‘Ghost of a Tale’. How divided are the gameplay segments? (For example: 40% combat, 60% navigation) I don’t believe there will be any snow though so that could be kept for a next installment of the series! Because again I don’t want to reveal too much. But there will be locations with interesting architectures and where vegetation will play a bigger role. The part of the island that I showed in the alpha trailer is pretty desolated, rocky and wind-swept. How varied will the environments be? (Like snow, vegetation, etc) Which is why I always emphasize the “small” aspect of the game. This is not going to be like ‘Skyrim’ where you can spend hours wandering through a huge world with 50 quests going on at all time. Which means that all the different locations share the same unity of space and time. All I can say is topography will be consistent. The game will happen on the Island of Periclave, which is not very big, but that’s the price to pay for not having a big team of developers. Well, the term “open-world” environment definitely seems too big for this game. As such, will the game feature more of an open-world environment, or will it be more linear? You mentioned this game being a combination between an action/adventure and an RPG. It teaches you proportions, anatomy, etc… And in any case, in order to establish empathy with non-human characters you need to know what makes us humans tick in the first place. So that being said, I think for an artist to work on humans (modeling, texturing and animation) is truly a fantastic way of honing your skills. I find it to be lacking in stylization and it rarely strikes me as genuinely appealing. What interests me is the empathy that gets created in the process.īut I have to be honest: quite often in video-games I don’t like the character design for humans. And yet we can recognize some of our feelings in those characters, even though they obviously don’t look human. And in the game having protagonists that are animals allows me to deal with symbols, situations that belong clearly to the realm of imagination. But when you think about it, when we were children, the first stories we usually heard often featured animals. There is a long tradition of talking animals in animated movies, so of course because of my professional background I’m influenced by that. Why did you choose to feature animals instead of humans? Check out its first details, then continue reading our exclusive interview with the creator.įirst of all, I have to admit that when I first saw the game, I was intrigued about the protagonist being a mouse. If you haven’t heard about it yet, know that ‘Ghost of a Tale’ is an indie title created by Lionel Gallat, a 15 years old veteran in the animation department, following the exploits of a brave little mouse on a mysterious island.
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