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El Yuste cung cấp cho chúng tôi thông tin cập nhật về Bestiario tại IndieDevDay 2024

Chúng tôi đã nói chuyện với streamer nổi tiếng và đồng sáng tạo của Bestiario về những tiến bộ đạt được trong năm ngoái tại Wiggin Industries về game nhập vai này kết hợp cảm hứng từ số mũ JRPG tuyệt vời với thần thoại và văn hóa dân gian của Bán đảo Iberia để mở ra cho phần còn lại của thế giới và lời hứa sẽ thấy một bản demo trong tương lai gần.

Phiên âm âm thanh

"Alright, I'm in Barcelona for the IndieDevDay 2024 and I'm catching up with Yuste here.
We're taking a look at Bestiario, which we learned about in Bilbao a year ago, almost a year ago.
It's slightly playable and you guys have made some progress, so congratulations on that."

"How do you feel about the project right now?
Right now it's like, I am fascinated about how the video game industry is, about how difficult it is to make a video game.
But I'm just, I don't know, I love it, really much.
Because when you say something like, okay, you have to do that, you have to do this character, we have this piece of the story and we bring all of that together and you see how it comes to life."

"I think it's like, it's amazing.
We have a lot of difficulties because we have some people on the team who have a lot of experience, but there is another people who, like myself, that doesn't have any experience at all.
And we have to learn a lot, how to communicate, how to say something, how to say the exact words to the different people to bring them all back, all together to make something amazing and don't make anyone go slow."

"So, yeah, right now we are doing a lot of progress, we are really close to have a demo.
A vertical slice or something?
Yeah, yeah, yeah.
And we want to, right now I'm just, I'm here, I'm exhausted, but I want to be tomorrow to begin with the work again."

"Yeah, this is the third day of Indie Dev Day and at the same time, in parallel, you have Robert [Wiggin] in Tokyo, showing the game at the Tokyo Game Show.
This is interesting because this is a game that has both inspiration from things in Spain, which is mythology, and also inspiration from RPGs in Japan."

"So, what can you tell me about this, about the combination that is pretty unique that you guys are trying out here?
Yeah, it's like, our game is like Final Fantasy-Persona kind of thing.
Persona is like too much length, you know, it's like 100 hours and I am like 35 years old, I don't have that much time.
But I love that kind of game, you know... Metaphor: ReFantazio, I think it's going to be amazing."

"Persona 5, a lot of people are talking about Persona 6 is going to release even in the next year, and I'm like, okay, next year, not in 2026, because that's my window.
Yeah, that's my window, and at the same time, I am afraid that maybe in 2025, during one month, I won't be working in Bestiario, you know, because I'm going to be playing Persona 6."

"But I love RPGs, Japanese RPGs, because I think they are amazing at telling stories and connecting to people.
I am not too fan maybe of Dragon Quest kind of...
More traditional.
Yeah, too much for me, too much for me."

"But at the same time, I love how video games bring culture to everyone without notice.
You know, it's like a lot of people is like, okay, I don't know too much to read mythology, books, etc.
But when you give them a good product who has a lot of good culture, I think they love it.
I think you can watch something like God of War, with the Norse mythology, you know?
Everyone loves it because it's like so epic right now."

"And I think I want to give that to our mythology, too.
I want to try to get people to know how is Spanish mythology, and I think we are going to do a great job.
And at the end of Bestiario, they're going to love it."

"But with the learning of Japanese RPGs.
That's very interesting.
You mentioned the team before and how some of them are veteran in video games.
So tell us a little bit more about your story, guys."

"How you got together with Robert and how you got into video games with them.
And perhaps mention a bunch of guys and girls from the studio.
I am just a streamer.
I am a streamer."

"I've been in esports industry for like eight or nine years.
I don't know.
I can't remember because it's exhausting also.
But I wanted to do a video game since I was a child."

"And I released a video in April 2023.
And it was like I'm going to make a video game just by myself.
And that's my idea.
And I don't have to be into the technology."

"The knowledge of the time.
Yeah, no problem with that.
But Robert from Wiggin Industries contacted me and told me, okay, hello, I want to make your video game."

"And it was like, okay, let's see if we can work together.
And he was like, it was, I was watching how his eye was sparkling with idea.
And he take the idea as his own.
And I think it's really important for a project like that."

"And with that, he has John, who is a pixel artist, amazing pixel artist.
Jesus, who is also a really good worker.
He's the 3D model.
We were working in that moment with Anna, who is not working with us."

"But we take Pepe, who is a newbie too.
And his job is amazing doing content and doing characters, et cetera.
And we have Robert and Tavi in the programming.
And Enoch and Carlos in the music part."

"I think it's also important because it's to bring that music, classic music, you know, we have in Spain.
Modern touch, a little bit of funky, a little bit of something with that happiness.
And I think we are working really, really good."

"And we have an animator.
I don't know how it is in English, but animator.
Animator?
Yeah, and she's doing, Sara, she's doing a really good work."

"I have to say to her, like, okay, Anna, we have a problem.
This is, I don't know, sorry.
Sara, we have a problem.
This is too good."

"Relax.
Stop it already.
Stop it because we cannot have that quality in all the game, you know.
But I don't know, I am really happy that we get together."

"That's the role of producers to say, stop here because we can get everything so much perfect.
Okay, closing one.
What I learned from the game in late last year, it was November, I think.
From that point until this point, is there something unique, something interesting, something hilarious that you want to tell us that you guys put into the game or removed from the game, something that has changed from what I talked with Robert?
I don't remember what Robert told you."

"It was like the initial, like the pitch, like the first pitch.
What you guys had for the Kickstarter, it was the start.
So in this, almost this year.
I have to say, I have to say."

"We, the game is like almost exactly as we think it's going to be in last February.
Right now, we are not going to change anything.
We are like a little bit of maybe in the social sim part.
We want to do some experiments."

"Because in Persona series, it's like a lot of people is like, oh, I love Persona 5, Persona 4.
I love the characters.
I love the social sim."

"But when you see something like a streamer playing that kind of game, they skip the text all the time.
You do, you know that.
Yeah, I know."

"And I want the player, I want to know why the player do that.
Yeah, yeah.
It's because there is too much text.
It's because the story is not interesting."

"It's because in Persona 5, for example, there is like in Chapter 1 until Chapter 9 of a player, it's like the same story and it's like repeat and repeat.
And we are trying, we are thinking about some experiment that will, I don't want to say improve because improving something on Persona 5 is like, what are you talking about?
Yeah, but making it different."

"More streamable.
More, I don't want, I want the player to skip the least amount, the least amount of text, you know.
We are trying something, some little things."

"Let's see how it works.
All right.
Thank you so much for your time, Yuste.
Enjoy the show and good luck with the project."

"Thank you.
Thank you so much."

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