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Lionheart - An Interview with Ion Hardie
System: PC
Shop: Buy It Cheap · Get The Guide

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GT: What has been happening in the world between The Disjunction and the time in which the game is set?

IH: History has continued, however with the introduction of magic and spirits it is a slightly less familiar version. Chaos reigned, and spirits of light and darkness were spread to the four corners of the Earth. As you would expect, many things are now different about the Earth. The Americas became a deadly, untamed wilderness and the conquistadors that ventured there were quickly consumed by Aztec gods come to life. Necromancers stole undead secrets from the Egyptian Pharaohs and created an enormous undead army that threatened to conquer the civilized world. Dragons were born, and roamed the globe, challenging the human population during the vastly modified Fourth Crusades. During the current game time of 1588, there has been increased unrest in the world. As you join this version of history, Spain is preparing to unleash the Armada against England in their pursuit to free the world from magic and magical spirits.

GT: How large will the game’s world be? How closely will it resemble our world in the 1500s?

IH: Rest assured that there are plenty of things to keep you busy as you make your journey through the game. In general, the player will start off in Spain, and go up through France and beyond. During the initial design of the game, we wanted to provide a European flavor to different locales and settings that we were visiting. Even though the Disjunction blasted apart many things in Europe, and all over the world, we wanted to make it seem like the player was actually there in a rebuilt section of the country. So, there will certainly be familiar elements from the 16th Century, however they may not appear quite as we remember them. Remember, the destruction occurred 400 years before the current timeline in the game, so the inhabitants of this alternate history have had a chance to rebuild many parts of the country, as is evidenced by Nueva Barcelona which rests on old Barcelona.

GT: What is the setting at the start of the game and how does the player’s character fit into the story?

IH: The player will join the game in Spain, just as the Spanish Armada is about to be unleashed on England. The player finds their character imprisoned by the Inquisition for possessing a magical taint. The opening of the story covers both this imprisonment and the players fortuitous escape, after which the game actually begins. The player’s first goals will be to join one of the power factions in Nueva Barcelona both for protection and to make their mark on the world. The early missions you perform for your power faction lead to far greater quests which ultimately determine the fate of all Europe.

GT: Will the game feature a single quest or a series of quests? Will there be optional quests as well?

IH: The game will feature over 100 quests, lots of which are optional. Some of the quests play a large role in determining the path that the player will follow through the rest of the game. For example, early in the game the player can choose to follow one of four distinct paths by aligning themselves with one of the main factions. This choice dictates many of the quests that are available to the player for that portion of the game. As for the quests themselves, we are trying to include many different types of quests and, as much as possible, are trying to have multiple ways of solving each quest. Where possible, we will have a dialogue, a combat, a sneaky, and/or a magic way to solve a quest.

GT: What races can players select for their character?

IH: The four races are Sylvant, Demokin, Feralkin and Human. Each of the races begins the game with different statistics and have some race-specific traits that they choose up front and can obtain race-specific perks along the way. Sylvants are among the most magical of the races. As direct descendents of parents with magical spirits, they possess unique physical traits such as metallic colored hair or skin. Demokins are part of a fiendish ancestry and often display obvious physical traits such as pointed ears or sharp teeth. However, they are sometimes clever enough to blend inconspicuously with pureblood humans. Feralkins display clear signs of a magic ancestry passed down from some bestial spirit. They exhibit a large physical stature, pointed teeth and, sometimes, clawed hands which make them easy to find in a crowd.

 


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