What can you tell us about weapon options? Are there different weapons you can get, and what is the variety there? It is really about decisions, about actions. If you play the story itself, I believe you will very quickly figure out it’s different. It’s trying to build its own unique aesthetic. You can see it’s not just another Soulslike game. That premise to hit both audiences and have different difficulty settings, was, by itself, a huge challenge. On the other hand, to target classic RPG players that are maybe bored from all the super-hard games, who want to follow an interesting story, different storylines, and so on. To make the game difficult enough, to be skill-based, to have precise controls and reactions, and so on. Targeting Soulslike players was a huge challenge. Me, as a producer, I always look at a game from the target audience’s side. Vladimír Geršl: It’s a fresh cocktail of things you cannot find in this genre but you still feel can be interesting for your target audience. Now, you’ve talked about inspirations, but what are you doing to set The Last Oricru apart from others in the same genre? But as I said, we’re trying to set up our own IP, and if everything goes well, and I believe it will, it’s not the only title with “ The Last Oricru” name. For example, for branching stories, we took a look at The Walking Dead games from Telltale. I’ve produced many games, and I’ve noticed that you shouldn’t look only at your genre because some things are better in other genres. We took some inspiration from the great points, but also from the things that we don’t want to do the same way. We like some of them more than others, like, for example, the first Dark Souls. Then, obviously, from later RPGs, we took some inspiration from The Witcher and then FromSoftware games in general. GreedFall is a good example, where I don’t like some elements, like the fighting mechanics, but the feel of the game, the dialogue, the flow - it’s really good from my point of view. So, those old RPGs were some inspiration for us, then some new things that we really like, for example, Piranha Bytes or Spiders. For me, Might and Magic - not Heroes of Might and Magic - but Might and Magic VI is still one of the best games. Vladimír Geršl: It’s a lot of games, really, but if I start with the oldest ones… My colleague, Pavel, is a huge fan of Wizardry. Can you elaborate on which games from that genre influenced this game’s development? You mentioned that The Last Oricru will implement some elements from classic RPGs. Come here for two weeks to play this game.” But if you say, “Hey, come here for a weekend and we can play through this game,” that’s fine. It’s hard to say to someone, “Hey, come to my home. I think that’s the case for many players, especially with a co-op experience. There are some big action RPGs that I’d love to replay, but they are so massive that I can’t be bothered to go back. You’ll play it multiple times and, I believe, still have fun. It’s smaller, but every game really is different if you make different choices and different actions in the game. So, based on those three pillars, we built our own RPG, but it’s not, like, 50-80 hours of gameplay. On top of that is the living world, which is a combination of a sci-fi world and a medieval world. Another pillar we decided to focus on was online co-op. The butterfly effect element plays a large part in the story. We added dynamic storytelling, or dynamic game structure, as one of the big features. We focused on a few elements that are not typical for this sub-genre and that are closer to classic action RPGs. Vladimír Geršl: Being realistic with our studio in the beginning, I knew that we cannot compare ourselves to a studio like FromSoftware, you know? So, that was the goal from the beginning: use elements as a good base for the game but build IP on it. The Escapist: Why is this team the perfect group to make a game like The Last Oricru ?
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