Tip:
Highlight text to annotate it
X
OK, so let us move straight to the point, which is Godfire: Rise of Prometheus…
Perhaps I will just hand the mic over to you, so that you
could tell us more and I will ask more questions in a minute.
Thanks for the mic.
Our new tittle is an action-adventure game called Godfire: Rise of Prometheus.
We are developing this title in cooperation with Platige Image animation studios.
I'm convinced that you are familiar with their work and
that you have seen their excellent visual materials…
Platige Image are responsible for the graphic art elements we employ within the game…
Thanks to this cooperation we will be able to deliver a top-quality
title, stunning in terms of both the gameplay and graphics.
I am convinced that once you experience the gameplay, you will hardly
believe such magic is possible in the case of smartphones and tablets.
Does Platige Image deal with the entirety of graphic art in
Godfire, or is their contribution limited to animations only?
No, this is a broader cooperation – Platige Image are
behind the concept art, the graphic elements, and such…
They do not just provide us with the animated intro… We really cooperate in a big way.
We can't wait to see the outcome.
Tell us a bit about the gameplay…
We got to see the artwork, we know the genre (action adventure).
What exactly can we expect when it comes to the titles that inspired you to develop this game. Will it resemble anything we've seen so far?
First of all, Godfire is not meant to be another clone of Infinity Blade.
We based our combat system on the most successful action-adventure titles, such as God of War.
We will also be able to move around freely on each of the levels we create,
directing our character by means of a virtual *** or just tapping on the screen.
This will make level exploration very convenient, unrestrained,
so that we could focus on finding secrets, puzzles, additional item.
So, as far as I'm concerned, the levels are vast and abound in surprises.
That's right. As in any typical action-adventure game, the levels make it easy for the player to reach the desired destination.
Still, if one wants to know the game world inside-out, one has to make some serious searching.
In this way we incline gently towards RPG titles, encouraging players to look for hidden bonuses.
Let's talk about the combat system.
Are we to expect endless possibilities of comboing or have you come up with something else still?
As I've said before, our game is not modeled on Infinity Blade.
In our combat system, all movements players make on the screen, such as man oeuvres we got to know in Real Boxing, will be based on a QTA.
In combat, we rely mostly on virtual buttons.
There will be many opponents:
classic minions, bosses, sub-bosses, middle bosses and final bosses themselves.
I think it is the moment for our cameraman to show our great heroine…
Just note the size of her. Never have you seen opponents of THAT stature in any game.
Tell us, how long should an estimated gameplay last…
In typical mobile games, the fun lasts for some 4 hours… Can we expect longer gameplay, say: a dozen hours or so?
That's a good question.
We are planning to surprise the players. I assure you it will take more than one train ride.
We offer a campaign with 3 difficulty levels, along with 2 other game modes and some social features.
The higher difficulty levels will include stronger enemies, but we'll also gain access to more puzzles and powerful items.
This title is bound to be something to return to after one finishes the gameplay.
It's lots of fun anyway, even if we give it only one try.
Do you plan to include multiplayer?
Yes, though right now I can't really tell you more.
We're aiming at something unique, different from what you've seen in Real Boxing.
How did you come up with the idea to se the action in ancient Greece?
Is this the kind of mythology you have an affinity with? Or is there a gap in the game market which you thought should be fulfilled?
The issue of the "gap" you mentioned is something that the press also took up just yesterday in relation to Godfire.
There are indeed very few mobile games grounded in such themes.
We managed to fill in that gap, as we used to in the case of Real Boxing.
As far as Greek mythology is concerned, it could bring to mind God of War,
but what we create is our own version of this mythology.
We combine typical Greek elements, be it architecture, narration, or music, with futuristic themes.
It's all like Clash of Titans meets Tron.
If you consider our concept art, you see lots of futuristic motifs enriching the Greek ones.
These will be featured in more detail in the oncoming materials.
Will the game style resemble God of War – dark, bloody – as the artwork suggest?
Our experience with Real Boxing has already shown that we are not afraid to show some brutality here and there.
One look at the swords seen at the art may foreshadow a lot more blood than in the case of Real Boxing.
We do not aim at wanton violence.
Prometheus is not your typical bully, but a true hero,
one of the first figures of Greek mythology fighting for humanity, rather than fame.
In the times when humans can hardly cope with their weakness, Prometheus arrives to aid them.
He intends to collect the eponymous "Godfire" spark, in order to save humanity.
Switching back to brutality, Prometheus's enemies to be slain are not humans,
they possess incredible forms of monsters that have appeared in various Greek myths.
As the game is supposed to hit the stores next year, could you clarify which season will see the release exactly?
At the moment we plan to release the title already within the first few months of 2014.
Let's talk about the estimated price…
Will it match the high threshold of X-COM or can we expect more of a bargain?
The case of X-COM is entirely different form ours, as the game has been in fact converted from a larger platform...
It has turned out great, but the price is exorbitant.
Godfire, in turn, is not a F2P title as well, but its price will not be beyond one's purse.
What about microtransactions?
We will support our title, releasing several expansions and additional item packs.
I can hardly delve into details just yet, but, after the release,
there will be both paid and free content.
What platforms will support Godfire?
Initially iOS and Android. Other than that… we'll see.
In the case of Real Boxing, numerous companies wanted us to make the title available on their platforms as well.
Anything can happen…
So we can forget about the consoles or PCs?
As I've said before… Godfire is expected to be even more of a hit than Real Boxing, so time will tell.
OK, thanks.
Thanks.