Hard to be a God - Interview @ RPG Vault
Jonric from RPG Vault discusses Hard to be a God with Burut's Lead Game Designer Stepan "GKill" Vakhtin in this new interview. Here's an introductory question:
Jonric: To begin with a high-level summary, what kind of game is Hard to be a God, and what are its major distinguishing features or elements? Does it include multiplayer?
Stepan Vakhtin: Hello. I am the lead game designer of the project, and I will try to provide you with detailed information about it. Hard to be a God is a third-person view game that combines the action genre with the RPG concept. It emphasizes the real-time combat - the hero can use a wide variety of moves, combos, super moves, etc. On the other hand, there is a diverse system of skills, both combat and non-combat, a system for character development, a large array of items, and a complex, deep storyline.
The game is quite different from the majority of seemingly comparable ones, both in its action and role-playing aspects. We have improved the traditional combat system by adding the opportunity to fight while mounted. Enemies can use mounts as well. As for the role-playing part, we have introduced a unique feature - a system of roles the hero can play throughout the game. The attitude of NPCs towards the player will depend greatly on the role the hero is currently playing.
There is no multiplayer in the game in favor of the deeper storyline and the non-linearity of the quests.
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