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Mythology has always been
a favorite subject of mine, so I'm always excited to see new games
come along that attempt to capture the subject matter. Given that
the upcoming PC action RPG Loki draws inspiration from and combines
four different mythologies into one gameplay experience, I'm obviously
extremely eager to see how it all comes together when it's scheduled
to ship a few months down the road. In the meantime, I was recently
able to get in touch with Loki's developers over at Cyanide to find
out more about the immense work their putting into the project,
and was fortunate enough to have some questions answered by Art
Director Tom Veauclin and Game Designer Yannick Fleurit.
Matt
Litten: How did the whole idea of combining four different mythologies
- Norse, Greek, Aztec and Egyptian - into one game come about?
Cyanide:
For what is basically an action game, the various mythologies offer
a wealth of characters. Not only are there plenty of "superheroes"
but also their diverse characters give substance to the various
subplots. So from a storytelling point of view, we knew that we
could have a field day. As we studied the different mythologies,
various gods and mortals came to the fore and Loki's storyline was
developed.
Also,
we've already had an incursion into the heroic fantasy world of
elves, dwarves, orcs, etc with Chaos
League. So from a creative point of view it was interesting
to try something new. Characters like Horus, Zeus, Thor and creatures
such as Fafnir, Medusa or the Sphinx were quite appealing.
ML:
What is the general plot synopsis for Loki and how does the storyline
and game structure weave together the four mythological eras?
Cyanide:
It is the Egyptian god of chaos and evil, Seth, that brings the
four worlds together. He has discovered a way to pass from mythology
to mythology and he is bent on bringing wrack and ruin to whichever
world he visits. In each world he allies himself with the local
god of the underworld (Hel in the Norse world, Mictlantecuhtli in
the Aztec world...) to further his ends. The hero or heroine, starting
in the world of his/her mythology must pursue Seth through the different
mythologies, in no fixed order, until the final showdown. To fully
understand the story the hero(ine) must pass through the story 3
times, with 3 different difficulty levels (Mortal, Hero, Deity),
before coming to the final showdown and the ultimate choice!
ML:
In line with the four mythologies, Loki will have players choosing
from one of four different characters. Who are these four heroes
and what are some of the unique traits each has to offer?
Cyanide:
There are two male and two female characters. The males come from
the Norse and Egyptian chapters, the females from the Greek and
Aztec. Each character worships 3 gods from his/her mythology, each
of which bestows 17 different skills, making for a total of 51 skills
per character. When you see the Norse character you'll immediately
realise that diplomacy is not for him. He's more into close combat
with a double-handed axe. The Egyptian is more slender, but his
weaponry of fire & magic is just as potent as that of the Norse
fighter. The Greek heroine is also a fighter, but she prefers to
keep her distance. Her preferred weapons are the bow, the disk and
traps of all kinds. Finally, the Aztec heroine has powers that derive
from the spirit world. This allows her to summon creatures and to
change form.
ML:
The various mythologies have become famous for some of the most
legendary characters and memorable creatures. What notable characters
and creatures from myth will players be meeting and/or slaying in
Loki's world?
Cyanide:
Apart from a plethora of gods, the player will cross the paths of
a vast array of mortals and deadly creatures. In the Egyptian world,
for example, there are the pharaohs Akhenaton and Ramses II, as
well as the sphinx and the obligatory mummies. In the Greek world,
heroes like Achilles and villains like Minos will be part of the
action and, after cutting a path through swathes of centaurs and
harpies, the hero(ine) will come up against a serious client in
Medusa. In the Norse world "friends" include Siegfried and the Valkyrie
Brynhild, whereas the opposition comes in the shape of creatures
such as Fenrir, the wolf, and Fafnir, the dragon. In the Aztec world
there are fewer "characters" per se, but the various jaguars, tarantulas
and cannibal tribes ensure plenty of frenzied combats. And, of course,
there is Cortes who has embarked with his Spanish soldiers with
the aim of destroying the Aztec empire. It should be noted that
the various bosses that must be overcome have different fighting
styles - and they adapt to the threat they face. This means that
they will not react to the Egyptian in the same way as they react
to the Norse fighter.
ML:
Like any good hack-'n'-slash action RPG these days, Loki will apparently
feature in-depth character and equipment customization systems.
Explain the different ways in which players will be able to customize
their character throughout the game, in terms of building a hero's
stats and upgrading weapons and armor.
Cyanide:
As in any game of this type, XP progresses as the character hacks
and slashes his/her way through the various quests. Points that
are gained can be allocated to 5 different attributes: strength,
dexterity, intelligence, vitality (health points) and energy (mana
points). However, all points do not have to (and must not) go towards
attributes. A character's skill points are built up by worshipping
the three gods of his/her mythology. Each god has a specific skill
tree and the player has to choose which god to worship at a given
time. When worshipping a god, a percentage of points that would
normally go towards attributes, goes towards building up skill points.
If a player wants to concentrate on XP over skills he can choose
to worship no god at all.
Weapons
and armour are collected along the way from dead monsters, or they
can be bought from merchants. Customisation is done by the blacksmith
in one of the many forges. Several operations are possible. First
of all, weapons can be broken down into their constituent parts
and then completely different weapons can be reassembled. For example,
two swords can be separated into two handles and two blades and
then the parts can be exchanged to make two different swords with
different characteristics. Weapons and armour can also be upgraded
using different metals. A basic item, made of iron, can be reforged
in silver, for example. The silver can come from two sources - ingots
picked up en route or weapons/arms made of silver recycled to recover
the raw material. Finally, a multitude of magic runes can be added
to weapons and armour to increase destructive or protective powers.
All this makes for a huge variety of weapons and armour, the look
and characteristics of which depend on the desiderata of the player.
ML:
Speaking of customization, will each new piece of weaponry and armor
directly reflect on the character model? Just had to ask to make
sure J.
Cyanide:
Yes. Right down to adjacent pixels! The whole game (decors, characters,
monsters, items and the interface) was done in 3D. All weapons and
armour were modelled and the 3D meshes are used when looking at
a character or his/her inventory, giving faithful representations
in both cases. It's TWYSITWYG gameplay - "The weapon you see is
the weapon you get" - not some downgraded and disappointing copy.
This meant a fair bit of painstaking work to avoid overloading the
game interface and to guarantee that items were depicted with the
desired visual quality.
ML:
In terms of gameplay, how would you describe Loki overall? Does
it basically stick to action RPG conventions with plenty of linear
dungeon crawling and mouse-click hacking and slashing, or is there
more to it than that, like environmental puzzles, non-linear level
designs and/or elaborate quests to keep the pacing fresh?
Cyanide:
An action RPG fan will easily find his feet and there are plenty
of main and secondary quests to keep him busy. However, there are
a few subtleties that give Loki its own identity. The highly developed
system of weapon and armour personalisation, mentioned above, is
something that sets Loki apart from many action RPG games.
The
same goes for the skill system. There is very little that is automatic
about skills, so a player will have to be very much involved in
how they are built up and used. Each of the heroes worships 3 gods
and each god confers a given set of skills. Skills vary from hero
to hero, so, for example, within the Aztec heroine's 3 skill trees
there are spells allowing her change shape or to move into the spirit
world, whereas the Egyptian can call on an arsenal of fire and lightning.
It
should also be noted that generation of levels, and their concomitant
items and monsters, is random except for the final bosses. This
means that the game can be played over and over again without ever
following the same route.
ML:
With mixing the different mythologies together it must be a ton
of fun working on the various art styles and settings that make
each unique and bringing them together into one experience. What
can you tell us about the art direction and graphical work behind
the game and some of the artistic inspirations that were during
the design process?
Cyanide:
I think everybody enjoyed going back over the ancient myths and
legends. We spent ages going through books on the various mythologies.
This enabled us to create the frameworks for the different game
universes. Once that was done we went further afield, especially
towards the cinema. We watched films like Clash of the Titans,
Jason and the Argonauts, Gladiator, Conan,
Star Wars, and even the animated Manga series Saint Seiya.
More than a year's research went into the design process and players
should find allusions to the above films as they advance through
the game.
ML:
Loki certainly looks impressive from both a visual and technical
standpoint, that's for sure, so what range of system requirements
are we looking at here? Will it take a fairly high-end gaming rig
to run, or will it be fairly scalable to work with mid to lower
range PCs.
Cyanide:
We're hoping that as many people as possible can play, so we're
making the game as scalable as possible. At the low-end, we're aiming
for a GeForce 4 Ti 4600 64Mb, an AMD Athlon XP 2200+ or Intel Pentium
4 2 GHz and 512Mb of RAM.
ML:
How is the game's audio being handled? What can we expect to hear
as far as voice acting and music are concerned?
Cyanide:
It wasn't worth investing heavily in visuals if the sound was not
up to scratch. So we did plenty of research on instruments connected
with each mythology/era so as to give each universe its particular
atmosphere. We then tried to marry the music to the various decors
in order to guarantee player immersion. Great attention was paid
to the sound of the various weapon/armour impacts. Blunt or cutting
weapons, for example, make different noises depending on what they
are made of and what they are striking. All of the spell FX and
the different monsters have their own sounds and, most importantly,
all the quest dialogues have been recorded using professional actors.
ML:
As far as length goes, approximately how long do you estimate Loki's
single-player campaign will last? What sort of multiplayer and other
replayability features will there be to further extend the game's
lifespan?
Cyanide:
If a player was to put on a set of blinkers and go hell-for-leather
though the game, exploring nothing, it would take somewhere between
40 and 50 hours. That would be for the "mortal" difficulty level.
There are another 2 levels, "hero" and "deity", after that. So to
get through them, and fully visit all the levels, we're talking
weeks! The added interest of going back through the game at a new
difficulty level is that there is a huge percentage of random generation
of decors, items, monsters... a player will never see the same item
in the same place. And should a player ever get fed up playing on
his/her own, then it's possible for up to 6 people to play in co-op
mode. Moreover, there is an arena for PvP combats of up to 4 against
4 and individual challenges, such as holding out against a monster
for a given amount of time.
ML:
Where does the development on Loki stand at this juncture and when
can we look forward to seeing the finished product on retail shelves
in North America and Europe?
Cyanide:
We're in the process of correcting a few remaining bugs and fine
tuning the game, which will be released in mid-April 2007.
We'll
definitely be looking forward to getting our hands on the game once
it's finished! Thanks again Tom and Yannick for taking time out
to discuss the game with us. Also, many thanks to Joe Ryan over
at Cyanide and Ted Brockwood from Calico Media Communications for
all their help in making this interview happen.
Previewed by Matt Litten for AceGamez (All Rights Reserved).
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