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As We Descend

Roguelike deckbuilding gặp gỡ startegy battling (Gamescom) - As We Descend phỏng vấn với Kevin Chang của Box Dragon

Chúng ta nói tất cả về trò chơi chiến lược chiến đấu thẻ bài thú vị và độc đáo để xem bậc thầy làm board game Kevin Chang và nhóm tại Box Dragon đã đưa nó vào cuộc sống như thế nào.

Phiên âm âm thanh

"Hello everyone, and welcome back to Gamereactor.
As you can probably tell by the screen we have going behind us, I'm currently here with Kevin to talk about a bit of As We Descend."

"Now, I just had a taste of it, a little bit of a demo, that gives us a little bit of a good feeling about what the full game is going to offer.
But tell me about it. What is As We Descend?
And what will players be expecting from this title?
Well, the core of As We Descend is it's a strategy road-like deck builder, right?
So it's all about choosing the right cards, but you don't just choose the right cards in this game."

"You choose the right squads to bring in with you.
So that's really the big innovation we're bringing with this tactical strategy element, where you not only choose your favorite cards, you've got to try different combinations of units.
You get into different expeditions and you bring different units to those battles with you."

"So you've got a lot of things to try. If you like draftings, there's drafting on drafting, basically.
And when you're developing the game and you're building all these card mechanics out and all these strategy systems, how did you go about making it feel approachable and not overwhelming for the player?
I think it actually helps to have so many different units and so many different battles to onboard the player on."

"So we start you off with the Vanguard, as you're very familiar with him.
He sort of bit the bullet in your run, but he gives you kinds of stable base to work with, where he gives you simpler mechanics, like he has the Stagger, so he teaches you how to have that, and protecting the back rank."

"As you play the game more, you unlock advanced units like the Knight and the Lancer, and they have these very intricate mechanics, but just like other card games, we introduce you slowly to these things. We don't just throw a rare unit at you immediately.
I know that means you have to wait a bit before you play your power units, but you eventually get there."

"And what about the sort of narrative in the game? What sort of story are people going to be experiencing?
So, we're obviously in a bit of a post-apocalyptic environment.
There's the machine goddess Ava here, so we're telling the story about way after the disaster.
There's a lot of backstory here. We're a fan of using environmental storytelling, so as much as possible we want it in the card art, the lore of the city, so you're not forced to engage with it. If you like the lore, it's all there waiting for you."

"But we have a central story we're trying to tell about the consequences of making the wrong choice, and you'll see that's very much how the game works, right?
You've got to make the right choices to win the game.
Yeah, there's choices in the game. That's something you mentioned there."

"Tell me about how they're going to impact the story and, well, not just the story, the way that you play as we descend.
Absolutely. So, depending on your choices, you're going to meet different people in the city who will give you radically different options of new troops, what you teach them."

"So, if you speak to the wrong people, it might lead you down entirely the wrong path and take the city off the cliff, but really it's a roguelike game.
So, the core of the storytelling is actually on the meta of the game.
So, it's not just like one run. One run is just one civilization of humanity."

"You either win or you die, but beyond that, you're kind of changing the course, altering the course of humanity.
So, you'll unlock additional story bits and unique secrets of the Vault to find out what is actually the backstory going on here, and you're delving deeper and deeper until the city reaches the core of the planet."

"It's a very interesting sort of premise that you've designed here.
Where did the idea for As We Descend come from?
I think the core was always, can we push the limits harder with this kind of strategy identity?
We wanted to make sure, since we were going to make a tough game, we needed it to be dark and moody and atmospheric."

"But I've got to say, it's been a huge collaboration between me and the art director, Alex.
He used to work at Riot Games as a senior concept artist.
He did their environments and a lot of their characters.
So, it's been fantastic working together with him."

"I bring the world-building ideas, where I'm like, hey, Alex, I really need this idea about this radioactive energy source called Mithian.
What can you do with it?
And he'll just deliver things like, oh, it's got a glowing power sword and the amber crystal that glows."

"So, I think it's that kind of back and forth, where we build something where you can't really tell, did we come up with the game idea first or did we come up with the art first?
Well, the answer is both."

"Now, As We Descend, we'll talk about the release idea and how people are going to be playing the game eventually.
But for the time being, when As We Descend does eventually make its debut, what's one thing that you're really excited for players to experience for themselves?
I love when a player plays the game and really everything starts to click for them."

"As a player who either is not so familiar with card games or strategy games, that moment when everything comes together, when their strategy is working, they've dodged an enemy attack, and their deck is getting fantastic."

"It feels like you're breaking the game almost.
Obviously, we're designing it to feel like you can break the game, but hopefully everyone gets that joy once, of really getting that one amazing build you'll never get again."

"So, that's the joy of playing these kinds of games.
And the final question then, As We Descend, what's your release plan, what platforms is the game coming to?
So, we're PC first, so we're going to see if we can get it on Steam Deck."

"Obviously, there's a few limitations there, both the hardware and also the screen size.
There's a lot of things to do.
We only have 10 people on our team, so we've got to decide, pick and choose our battles."

"It's like, we have three engineers, so we've got to pick.
Do we make the game better or do we ship on Steam Deck?
We ship on Steam Deck, but we know the Steam Deck fans are very loyal, so we want to do right by them, if we can make a good implementation."

"We're aiming to ship, I would say right now, roughly early next year, but we're not sure exactly.
We'll make a big announcement when we come out with the exact details.
We are in closed beta right now, so we've actually been in beta since May this year."

"And we've had some players that are playing over 30, 40, 60 hours, so we're going to keep beta testing and keep getting people in until we want to be more than good.
Everyone needs to love the game, basically."

"So, if you haven't already, sign up for the beta, eventually get an invite, check the game out, help the guys make the game even better, and stay tuned for that big announcement when we'll figure out exactly when As We Descend is coming out."

"Until then, though, stay tuned and keep an eye on your local Game Reps region for more news and information. Thanks, guys."

Gamescom

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