Lost Spirits of Kael - Interview @ DualShockers
DualShockers has an interview with Pablo Coma on his new Indie RPG title Lost Spirits of Kael.
Chad: It was mentioned in the press materials that Lost Spirits of Kael is a very atmospheric game with an emphasis on the themes of loneliness and finding one’s way into the unknown. What was the inspiration for these themes and the direction you’re taking with the game?
Pablo Coma : As funny as it may sound, Lost Spirits of Kael was born from music. The songs featured in the trailer were composed before I did even think about making a game. At that time I was considering myself just as a composer. As there were not so many games out there that really match what I like to compose, one day I decided to create the game myself, tailored to my music. I took my inspiration in a trip to Ireland that I made just one month before starting development. I really liked this country, its legends, its forests, the Celtic crosses in graveyards, the sound of the Celtic harp…
Now to talk more precisely about Lost Spirits of Kael‘s gameplay, I consider Dark Souls and Shadow of the Colossus as being my main inspiration sources in the video game area.
C: The game takes place entirely within the Forest of Kael. How did you approach the visual aspect of the game? Does the game provide a change in scenery even though it takes place entirely within this forest?
PC: Something I really like is to work on color ambiances. When you learn to colorize at school, people ask you to make the trees brown. But they could tend to be purple, blue, or green. I also tried to give a kind of surrealistic tone to the art by working without any stroke. I work directly with colors, in a style that could be described as “painted sketch”. This results in the border of every element being somewhat murky, which is done on purpose of course. Why should video games be realistic, anyway?
When playing Ico, I really enjoyed the fact that the whole game consisted of exiting in just one place, and I wanted to make something close to this idea. However, I also wanted to have variety in environments, so while “normal” forest backgrounds will predominate, you will have to wander in places such as undergrounds, swamps, graveyards and snowy forest [areas], to name just those who appears in the trailer. There are more, but I’d like to keep the surprise on this point.
C: Is there anything else you’d like to tell our readers about Lost Spirits of Kael?
PC: Sure! I’d like to talk a little bit about how labyrinthine the game will be. The entire game is designed to make the player feel completely lost. I wanted to do the opposite of games where locating oneself is made too easy with auto-maps and such things. If you ever wandered in the Lost Woods of Zelda III, you’ve got a basic idea of what is going to happen in the Forest of Kael.
But here I’ll give you a few tools to help you finding your way:You have the ability to mark your way in the forest. As you don’t have paint, you’ll have to use your blood, making you lose a few HP when using this ability. So use it carefully.
Secondly, as the view of the game is more horizontal than in most action-RPGs, you can see where you will go in the background before actually walking to it. Look carefully around you and try to remember the places you already went, because nobody will come to rescue you… You will be all alone.
Information aboutGeneral News
Release: In development