Othercide Webseries | Episode 2 - Fighting Shadows.

Who is responsible for the epic action movies? Sometimes, of course, this is a talented lone hero. But more often it is a whole team of people. The game is a bit like Dark Souls, where you find yourself in difficult situations and constantly taking risks, fighting creatures that are even difficult to imagine.

At any moment you can find yourself in a desperate situation if you didn't think ahead and did not foresee everything. For example, the hero prepares to take a hit. But someone rushes forward and takes his place. And the whole gameplay is something like this.

To heal your beloved hero, you will have to sacrifice someone else. I can almost feel their pain ... We have the Maiden of the sword, the master of swordsmanship. She is very dangerous in close combat, but very fragile if you forget about caution. We have a Shield Maiden, a kind of "tank".

She can control the crowd and control the enemy. And the Maiden of Souls, for example, is a great hunter, armed with two pistols and either empowers other classes or starts chain reactions with our game system. As the heroes level up, natural progress occurs.

You have to choose which strengths to develop further. Another nightmare thrown back behind the Veil, but for how long? We wanted to create a dynamic system where you could react to actions stretched out over time and all that. But we were constantly urged on by the travel limits.

So we just dropped the concept of a move. Instead, we now have a chronology, which forms the basis of all game mechanics. It's not just the order of the character's movements. It determines what happens and when. We wanted to create a game with some really big bosses.

You all know boss battles in other games. There you need to recognize the pattern of behavior, understand what the boss is about to do, and react. The lives of the unworthy were given for a higher purpose. We do it for the good. It is very difficult to add dynamics to turn-based games.

We decided to use Japanese animation to give artists some degree of freedom. As a result, everything works very strangely. Some things have to be done very quickly, while others take a very long time. To go from something that works fine to something perfectly finished and beautiful, it takes a lot of work.