![]() That feeling the unexpected is no longer there. On the other hand, once you’ve learn the placement of the enemies in Dark Souls, you’re left with no real surprises anymore. In a game like Dark Souls, the landmarks are really important to spatially place yourself in the world because there is so many different way to go. It’s fine for those because you don’t really have to know where you are, only that you came from A and are going to B. There’s place for totally procedural games, like Diablo. First one, obviously, is how major are the changes we’re talking about? Second, if the game world changes each time you die, how are you going to ensure that both a “good” player that dies little and a “bad” player that dies a lot will have a “chunk of the story” as you put it?ĬG: We make a system we think is pretty unique, and also based on our constraints and wish to make good gameplay. I would like to ask two questions about this. GP: In relation to the game’s narrative – you also talk about how the game’s levels are hand-crafted but still varying. What you decide to sacrifice is up to you. Each ending requires you to sacrifice something to protect something else. We don’t want to have a screen saying “This happened this way, so you have to do this because of this.” We will also have multiple endings, but unlike other games, there is no “good ending”. Or replay the game end up with another piece of the puzzle. Perhaps the truth is in the middle? We want the player to finish the game, and only have a chunk of the overall story and try to figure it out by themselves. One NPC can tell you white, and another tell you black, since they both have a different point of view. In other words, it’s the world that shows the story: NPC dialog, item descriptions, interactions you perform, and most importantly what choices you make. ![]() The narrative in Hellpoint is done “by systems”. To be honest, even if we had the resources, we would put it in the gameplay and not in cinematics. Being new and small, we don’t have the budget for long complex cinematic. GP: It’s pretty clear you have the “Action” background, but what about the “RPG” part? How do you plan on delivering the narrative to the player?ĬG: We have to deliver the RPG with our constraints. In short, we are making the game we actually want to play. How about a Souls-like with split-screen? A Souls-like with real co-op where you can play the whole game with a friend from start to finish? We figured there was quite an empty space for the game we wanted to make. Then we started searching… Is there a sc ifi Souls-like? We didn’t really find any. We come from the time where a game wouldn’t take you by the hand with endless tutorials. Going towards something closer to Dark Souls was a no-brainer. We had a ton of experience doing game like those. If you think about it, Assassin’s Creed and Prince of Persia are also third person Action-RPGs with more emphasis on navigation over combat. How did you end up doing this project?Ĭradle Games: We are all fans of Dark Souls, so when we got the opportunity to make a game of our own design, it was just the logical step. GamersPack: First of all, before we get into Hellpoint, I’d like to learn more about the team. You definitely have some high-profile work listed on your page: several Assassin’s Creed and Spider-man titles, but nothing really similar to Hellpoint. Beyond the demo and campaign, I also had the opportunity to talk to the game’s technical director, Marc-André Jutras, and gain some insight into Hellpoint. The demo is pretty light on the system requirements, but it should be enough to pique your interest and maybe help kickstart it. A Sci fi RPG inspired by the Souls series with horror elements and some pretty interesting and unique core mechanics, Hellpoint caught my eye as something with potential to be great.ĭeveloper Cradle Games is currently running a Kickstarter campaign to fund Hellpoint, but you can already get some initial impressions by downloading a demo (which is pretty lengthy and robust, as far as demos go) and experiencing the game yourself. Today, we have one such indie title – Hellpoint. ![]() Some new indie title that’s in the works, or even an Early Access game that looks really promising. Here at GamersPack we’re always on the lookout for interesting games that we believe deserves a bit of time under the spotlight.
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