
Plague Tale - Interview @ Gaming Bolt
Gaming Bolt has interviewed Chief Creative Officer David Dedeine about the stealth game Plague Tale:
A Plague Tale: Innocence Interview: ‘We Really Want To Tell A Great Story’
Many interesting games graced the carpet of this year’s E3, but there was something interesting about developer Asobo Studio’s A Plague Tale: Innocence. A game of two children locked away in an old building surrounded by thousands of on-screen rats and the inquisition. With the right path to find and a puzzling challenge to figure out just how to get out, it’s up these two children to escape.
Having to walk through swarms of disease infested rats is no easy task. Taking influence from 14th century French architecture, with the creepy darkness and shadows to go along with it, we had to find out more. We had a chance to talk with Chief Creative Officer David Dedeine to find out what lies behind the creepy walls of this foreboding game.[...]The central theme focuses on innocence and doing what’s necessary to survive in Plague Tale. Will players’ decisions to kill influence the overall course of the story and the ending?
It doesn’t influence the course in a sense where you will not change the ending of the game. The story is basically linear. There is no branching. We really want to tell a great story. This tale, this nightmare needs to reach the public, talk to the public. We will not try to branch much, we try to focus on this [linear] path.
What are some of the tasks players will have to perform? Is the game primarily focused on stealth and sneaking past patrols?
It’s a mix. It’s still an action-adventure game. So you will have sneak phases, we will have action phases, and also puzzle mechanics.
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Information about
Non-RPG General NewsSP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development
