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A Plague Tale: Innocence - Q&A and Video Review

by Silver, 2019-05-21 03:46:41

@starnews A Q&A interview with Asobo Studios about A Plague Tale: Innocence. Additionally Rob Cram has reviewed the game.

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Star News: The game is gorgeous, and it’s done with an in-house engine. Why did you decide to go that way versus bringing in a middleware engine and do you feel it was easier/harder in the long run to do it that way?

Renard: I’m not a programmer but it was certain we were going to use our technology. We have a very strong team of engineers upgrading the engine based on the needs for each game we do. In the case of Plague, the visual rendering was one of the priority and the engine made a huge leap forward from the beginning to the end of the production, as you can easily see on screen. It’s just a tradition in the company to keep pushing the engine forward. I can’t say it’s always the easier way, but it’s a long term investment.


 

Star News: Though it’s not what I’d call an action-heavy title, Amicia gains quite the arsenal of abilities via alchemy. While things like sparking/extinguishing flames and knocking out enemies made the list, were there skills you wanted to put in that you had to leave on the drawing board? If so, what were they and why did they get cut?

Renard: Everything we did was based on what Amicia was able to do as a 15 y.o. noble girl facing the reality of a dying world. We knew she wasn’t going to fight with a sword for example, and it helped a lot narrow the possibilities.

We did cut one alchemical ammo that eventually wasn’t useful in the gameplay, but nothing big. A Plague tale is not a big game, so we had to take the right decisions and limit wandering around too much (which we did anyway but hey, it happens everywhere).

[...]

Thanks Farflame!

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Release: In development


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