Lionheart is an upcoming RPG from Interplay set in 1588. In Lionheart,
a cataclysmic event known as the Disjunction ripped open a portal to other
worlds. Magical energy and spirits came through, changing the world
forever. Reflexive Lead Designer and Co-Producer Ion Hardie was kind
enough to answer some of our questions about the upcoming game, and we've
included his answers here to give you a preview of the game.
GT: Please tell us a little about the game’s background story. How
long did it take to develop the original story for Lionheart?
IH: The original story took quite a few divergent paths before “settling
in” to its current iteration. I would say that the story was under development
for over 6 months, and I would suppose it won’t actually be 100% complete until
the game ships. As far as the background story goes, there is a divergent
“break” or Disjunction that has occurred within history and was caused by
Richard the Lionhearted. The Disjunction briefly tore the fabric of reality and
allowed for magic to be introduced into the world. As a result of the
Disjunction, many historical events have been seriously altered. The game starts
some 400 years later in Nueva Barcelona, a city rebuilt upon the ruins of
Barcelona. Spain is about to unleash the Spanish Armada on England, who is
occupying much of Northern France. The Inquisition has a strong foothold in much
of Europe in its quest to eradicate magic and magical beings. In the game you
assume the role of a descendent of King Richard and you have inherited a legacy
from him, passed down for many generations, a power he obtained during the
Disjunction. As events transpire, you will have the ability to decide which path
your character takes and which factions you will ally with. Your choices will
have some immediate and far-reaching implications as your actions drive the
story forward.
GT: Is the story finalized before development begins, or does it evolve
during development?
IH: In a perfect world, the entire story is done and then everyone just
uses that as a guide to make needed art or gameplay or programming decisions by.
In our world, or at least my world, story lines are definitely a work in
progress. We had a basic premise, and a story path, and all sorts of minutia
that were fitted together to make a cohesive story flow. However, the story for
this game has changed dramatically from when we started, and that’s all to the
good. It has made some art and gameplay questions more difficult to answer, but
the game has definitely gotten better because of the path Lionheart has taken
during its evolution.
GT: What is “The Disjunction” and how did it come about?
IH: The Disjunction is basically a divergence in history, a rip in the
fabric of time that introduces magic into the world and produces an alternate
version of history. Everything that occurs after the Disjunction is similar to
actual history, but has been tainted by magic. The Disjunction occurred when
Richard the Lionhearted, King of England, ventured across Europe during the
Third Crusade. A trusted advisor in his court instructed Richard to gather
together several holy relics while the Middle Eastern city of Acre was under
siege. When Richard took Acre, he was further advised to bring the relics and
put 3,000 prisoners to death. Believing this would further his cause, Richard
complied, a decision that ended up invoking the Disjunction.
The game world »