• 2 days ago
Transcript
00:00PEGI 16
00:20One of the things we were conscious of when creating this idea of a monolith
00:24is that we wanted to make sure there was still variety in there
00:27so we did actually create four very distinct different biomes
00:30These reflect certain almost philosophical principles of life, if you like
00:37and each one, in terms of its art direction, is meant to kind of invoke certain feelings
00:42You will also see some very unique areas
00:45which lead more towards the supernatural and divine aspects
00:49of the mysteries that this ancient civilization has uncovered
00:57So players will encounter lots of different enemy types within the monolith
01:00so they are ancient automatons that are trying to protect areas in the different biomes
01:05and they all have different styles of gameplay and all have different methods of defeating them
01:09This is sort of tied to the cartogram system
01:11we put a lot of information up front in those cartograms
01:14including what boss you'll face
01:15and we also have something we call a dynamic difficulty indicator
01:18which in real time takes into account your own power levels
01:22such as the level of your character and what resistances you have
01:26and compares that to the cartogram
01:27It's just a loose indicator, it's not meant to be taken completely literally
01:30but we do suggest which cartogram is maybe within your power level
01:35An imperial has nine different characters and each of them have their own unique backstories
01:39so all of them have their own motivations and reasons for being there
01:42and they all have different takes on what's happening inside the monolith
01:46Ah, I see the rumors were true
01:49Each of them is intended to be a very unique personality
01:52and they've all had to sacrifice a great deal to be here
01:55and they're all concerned about the future
01:57and they're concerned about what they've found
01:59It's very dangerous here, you shouldn't have come here
02:02Each of their questlines have multiple endings
02:04depending on how you speak to them and what you do within the game
02:07so basically everyone's endgame can look quite different
02:11depending on how you've treated different characters
02:13What I hope is that players will resonate with these characters
02:16that they will have their favorites
02:18I mean I'm probably biased
02:19but I think they're one of the most interesting aspects of the game
02:23There are many, many things that I'm proud of with Imperial
02:25but I think one of the things that I'm most proud of
02:27is the amount of complexity that we've managed to add to the game
02:30in a positive way
02:31so every time players will play
02:33they will probably discover something new
02:34or they will uncover a new feature
02:36I think the mystery is going to be one that's going to really excite players
02:41This is a game that doesn't necessarily force feed information to the player
02:45They're going to be rewarded for their curiosity
02:48Imperial is a self-contained story
02:50I think that the universe is very expansive
02:52The people who belong in this world, including your player character
02:55they know a lot about the history
02:57they know a lot about the entities, about the civilizations, about the warring powers
03:01When you're creating any kind of new IP or any kind of RPG game world
03:04you really need to think about the whole context of the world as well
03:07so there is definitely scope for more in this universe
03:10and we've definitely thought about how that could be utilized in the future
03:20IMPERIAL