![]() Q: Why do you think the Gothic games are so popular, and how has their legacy influenced your later games? Risen being a game with a very large community, it was an easy choice, and we are really happy about the response so far. We truly believe in our franchises and games, and we want to make sure players who didn’t have the chance to play them when they were first released can check them out now without any barriers or obstacles. ![]() Its variety is one of the other things I really like. Very often, there are so many different kinds of characters, quests, riddles, and stuff to collect. There are so many little things you can find in the world as the landscape changes. Vertical gameplay and a huge, open, interesting world are its biggest strengths, I think, and we tried to put many different kinds of role-playing game features into It. It’s a really unique thing and something that fits very well in our world. Pankratz: Of course, it's a role-playing game where you can fly. Q: What do you think were Elex 2’s main strengths? So, the longer people play our game, the more they like it. They are quite good and we really like them. This was also a huge step for us, and now we just enjoy the actual Steam reviews. ![]() In the wintertime, we released a Direct X 12 version of the game that really is much better than the Direct X 11 version, I don't know if you played it. We don't feel like it is really an anniversary because the party was earlier, I would say. It was not an easy time for us because of Coronavirus and stuff like this. We had a big party in the summer, so it was the end of summer 2022. Pankratz: This is difficult because we released the game when we were still all working at home. What’s it like to look back and see Elex 2 turning 1 already and does the studio have any special plans to celebrate this, either in or out of the game? Q: March 1st marks the 1st anniversary of Elex 2’s release. We like free freedom and open-world elements, and we like that the players don’t ask themselves, 'what do you want me as a player to do?' We want the player to ask themselves, 'can I do this, is it okay?' 'What consequences will the game have if I really try to? There are a lot of consequences in our games, and this is a good thing, I think. Gameplay mechanics, to show the player what the best thing to do next is, in modern games is often very linear. Some just walk around the world and look at what's beautiful and collect flowers, for example, and some just want to play the storyline. Some of them like to fight most of the time. Pankratz: Yeah, there are different types of players out there. Q: So are you saying that’s what your games kind of create for the player - this sense of options for them? We think people who will play the game afterward will also have fun then. And then we say, yeah, but what is atmosphere? We think that the most important thing is that we create games we want to play by ourselves and that we have fun with during development. We often ask people, what do you like most about our games? Some people say the atmosphere. ![]() This is the most important thing about Piranha Bytes' games. We want the player to think about, what would you really do? Not what the game wants you to do. RELATED: Best Eurojank Games To Play If You Love Gothic You would maybe try to sneak if you can, maybe you would run away and come back later, maybe you would call for help. If you walk into a forest, for example, and you see something glowing in the dark and a huge mutant but you just had a rusty weapon and some kind of leather jacket, would you really fight against this mutant? I would say, no, you wouldn't. We create games where you can be the player character. Pankratz: There was one thing - some people call it old school - but I think it's the most important and best thing we have. Q: What are the features you are most proud of when looking back at the Gothic, Risen, and Elex games? The Elex series took all those experiences with a passion to create really, really huge worlds and make a solid role-playing game, and I think we did this. With the Risen series, we wanted to show that we can create games without many bugs and role-playing games that are really working. It was a very difficult project, and the expectations were very high. With Gothic 3, it was a really huge project.
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