![]() ![]() ![]() There are also different talents, for example, you can chain together longer combos to deal more damage, regenerate feathers faster, use ranged projectiles that can interrupt enemies and keep them at bay, or even replace your parry with a defense buff so that you don't need to worry about timing. These affect values such as health points, attack power, energy, etc. ![]() One of these is the different stats that can be increased as you level up. Q: How does build customization work? What options do players have?Ī: There are many systems that can affect the builds in Thymesia. RELATED: What to Expect From the Elden Ring Closed Network Test Corvus’ build can be customized in order to suit different playstyles or to prepare for the enemies and bosses the player encounters throughout their journey. You can approach each enemy differently and wait to react to their attacks, or you can attack first, forcing them to counterattack and opening them up for a parry. We wanted the combat experience to feel different from typical Souls-like games, more fluid and flexible than the slower, deliberate combat the sub-genre is known for. You also drop them when you die and can recover them if you manage to make it back to the same spot you perished. Q: What do you think are the most Souls-like features in the game? Which ones are the least?Ī: There’s an in-game currency called ‘memory shards’ which you collect throughout the game and use to level up Corvus. From here, we came up with the enemy counter and special attacks – attacks the player cannot stop and will need to dodge or use a feather attack to interrupt. That decision made it much more challenging for us to design combat, since the player can do whatever they want, and we needed to come up with a way to allow players to plan their moves strategically instead of just spamming attacks. Q: Was the game always meant to be played without a stamina bar? How do you think this choice affects gameplay?Ī: Yes, we have always loved the idea of a Souls-like game with fluid combat, so at the beginning of development, we knew we didn’t want to use a stamina bar to limit or dictate what the player can or should do. On average, we each have about three years of experience in games. Q: Was there any other project you worked on prior to Thymesia?Ī: Thymesia is our first project as a team, but we have all individually worked on other games before from all over the industry. After that, we received funding and started OverBorder Studio. From there, we started gathering talented developers and turned the prototype into our first demo. It started as a passion project until a video blew up (sadly, the video got deleted) and we realized it could be something real. ![]() Q: What is the story behind how Thymesia came to be?Ī: Before the studio was established, our game director, Mu-En, and our animator, Hu-Syuan, had been working on an action game prototype for more than two years. RELATED: How Thymesia Challenges the Status Quo of Souls-like Games Interview has been edited for brevity and clarity. Furthermore, because Thymesia is designed to be a PC game, OverBorder Studio also shared its thoughts on controller support and future plans regarding console ports. Game Rant spoke to OverBorder Studio about the upcoming release of Thymesia, and what its sources of inspiration were. Another interesting aspect is how players can change their playstyle by manifesting plague weapons, including a huge scythe, claws, and more. The history surrounding plague doctors is often explored in video games, and Thymesiadoes this in an interesting way, applying the concept of bloodletting to how players can regain their resources. When the first official trailer for Thymesia came out in March 2021, many were head-over-heels about a new Souls-like featuring a plague doctor protagonist. ![]()
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