![]() ![]() There are sequences in the game that have been fully developed by our gameplay team and amazing level designers, while some of them have their origin in little narrative ideas. Was it a case of having major plot points planned in advance, or did you have more gameplay-focused ideas that ended up dictating how the story would work?Īlek Sajnach: Kind of both. ![]() It would be great to get an idea of your process in creating Lo Wang’s latest journey. Being with those characters when they laugh and at their worst makes them more human and relatable - even in a world filled with demons, Chi energy, and giant freaking dragons. What's more, the majority of the humor in our game comes from the characters themselves, through their banter and conflict. Because it's inherently funny, in comparison the dramatic moments seem a little bit more impactful. Maybe it's a good place to add that we also switched from first-person cameras in our cutscenes to a more free-roam view, to introduce more physical comedy - Lo Wang's facial expressions and so on - which ultimately helped us create scenes with a heavier emotional punch.Īre there any challenges you experienced in balancing humor with the more serious aspects of the story?Īlek Sajnach: Shadow Warrior's humor helped us design a story that players will care about. But having control over the most important beats of the story has definitely helped us weave a more dynamic and impactful journey. Of course, it's not going to be a serious HBO-style drama, that's not the tone of the game. We really wanted to tell a story that has a lot of heart, that resonates. ![]() (function() ) Īlek Sajnach: I think what's been the most beneficial for us when working with a more linear structure of the game is the control of the story dynamic and the emotional response we wanted to get from the players. How different is it working on a Shadow Warrior story compared to other projects that you’ve worked on in the past? Shadow Warrior is known for its irreverence and humor, which is in a unique style compared to most games out there. By the time I started working on it, most of the pieces were already in place, but I had a good taste of what the vibe and tone of the game was. Have you worked on the prior Shadow Warrior games, or is this your first?Īlek Sajnach: I joined Flying Wild Hog when Shadow Warrior 2 was already in production and did some additional writing for the game. I was responsible for designing and writing the story for the third installment of the series. Related: PlayStation Now's First-Ever Day One Release Will Be Shadow Warrior 3Īnd now Shadow Warrior 3 is set to reinvent the wheel yet again, with a different take on what's come before. Screen Rant had the opportunity to chat with Alek Sajnach, lead writer and narrative designer at Flying Wild Hog, to ask some questions about Shadow Warrior 3's new gameplay and change in direction.įirst off, can you give us a quick rundown of who you are and what you do at Flying Wild Hog?Īlek Sajnach: I'm Alek and I'm a lead writer and narrative designer at Flying Wild Hog. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |