Rain of Reflections - Interview | Sem Tilt

Rain of Reflections – Interview


RoR

“This is my story. This is your story. This is our story. To the very end.”

In the last January, the gaming world was struck by a pleasant surprise. The recently formed studio Lionbite Games launched a trailer announcing their first project: Rain of Reflections, a interesting cyberpunk game that promises to revolutionize the RPG genre.

It´s still too early to say if this ambitious promise is really going to turn into something revolutionary, but one thing is certain: the few scenes that have been show are nothing less than amazing. If you haven’t checked the teaser already, take a quick look and be stunned!

The developers says that Rain of Reflections is gonna break all the tradicional conventions of RPGs, offering a shorter, but much more intense gaming experience. So forget fillers, pointless sidequests and tedious missions. The game promises a focused and powerful story, easily molded by the player´s decisions.

And the story is only the tip of the iceberg. The battles are going to offer various alternatives to the good and old “hit all the enemies until they stop moving”. Players will be able to win fights using only threats and dialogue, without spilling a single drop of blood. In the words of Lionbite Games, this other manner of handling combat is gonna make every one of them unique, highly influencing the overall story.

Well, we were dying to know more about this extremely interesting project. So we´ve talked to Victor Lionhead, founder of Lionbite Games, who explained a lot of his team’s ambitious ideas for Rain of Reflections.

Check out the interview below!

Henrique – Where does the title Rain of Reflections come from?

Oh, there’s actually a major spoiler in the title, which nobody has figured out, and I’m pretty sure nobody will until they actually play through the game. For the time being, I’ll just let people think it’s a stupid nonsensical title referencing the literal reflections of rain.

Henrique – How long has the game been in development for?

It was in pre-production for about six months, with just the closest core team concepting everything, eventually creating a vertical slice. We scaled up the team and entered actual production just a couple of months back.

Henrique – From the teaser, we see that the game unfolds in a conflicted and dystopian city. What has happened to this place?

That’s for us to know and you to find out! I can promise that it’s lore is very carefully crafted, on a level which the player will never even understand the magnitude of in this first game.

Henrique – How much are the player’s actions and choices going to influence the outcome of the story and its characters?

It’s a matter of life and death, and eventually the fate of the entire city. Our goal is to make the player feel responsible for every action and cope with the consequences. There is no undo button, no game over screen, no retry from checkpoint.

Henrique – Can you tell us more about the protagonists of the game? Their paths are intertwined or we are going to follow three different stories?

I believe it´s important for us that we get through to the player that´s there´s not only constrasts but nuances to everything. In that sense, it´s a three-dimensional way of experiencing what unfolds, and every perspective will add hues to the overaching story.

Henrique – In what genre falls the style of combat of Rain of Reflections? 

I would say it’s a completely fresh and unique combination of real-time and turn-based strategy, with RPG and even point and click elements.

Henrique – In the game’s website, there is mention to a “unique morale mechanic” involved in combat. Could you tell us more about this feature and its implications?

Yeah, the morale mechanic is what essentially makes battles beyond just hitting enemies for minimum HP loss possible. The struggles are constructed around battle motivation – a literal tug of war – and there are lots of ways to outsmart your enemies without directly resorting to lethal violence. This makes it possible for us to tell the story even during battles using dialogue, distractions and ruse tactics as weapons. I think it goes hand in hand with the consequence-driven narrative, and I want the player to really feel that taking a life – any life – is a tough choice.

Henrique – There is said to be “no grinding or repetition” in the game, something we are looking forward to. How the development team is working to implement this ambitious idea?

The key is to avoid filler-content that I think generally is not only accepted but even encouraged by gamers. A game’s worth is measured in the amount of time it consumes, and I believe that’s the wrong way of looking at it. We want to tell our story through only the necessities, and make every encounter, every environment and every turn a unique and hence memorable part of the whole. This means no grinding, no fetch-quests, nothing that’s irrelevant for the story, the characters and the world.

Henrique – Are we going to see run-of-the-mill RPG features like “levels” and “stats” in the game, or you are working in a different approach for character development, gameplay wise?

My ambition with the game is to challenge conventions in the RPG genre. I want to make an effort to ground everything in a believable and for the context realistic progression. So, there will be character-development and progression, but not in any way you’ve seen before.

Bhernardo – In the third question you´ve said ” in this first game” Do you already intend to make a sequel for Rain of Reflections?

It’s really too early to say, but we’ve created a universe that offers a whole lot more than we can reveal or tell in the story arc of the first game. Of course, in the end it’s all about how Rain of Reflections is received by players.

Henrique – Is there anything else you’d like to tell our readers about the game?

I hope people understand what we’re trying to achieve with Rain of Reflections, and that it’s a labour of love by a small, ambitious indie team. We can’t match the resources of any triple-A project, but I’m trying to turn our limitations into strengths, constantly reminding the team that our effort is about quality and not quantity. The narrative is intense, and I hope it manages to leave the player wanting more. We would love to do more.

As a 31-year-old, I feel that my time is limited and I need experiences that offer something more focused. I love the way that videogames as a medium can sweep you away, the escapism of it and how a really gripping atmosphere can make you want to immerse yourself in the game´s world. Rain of Reflections really caters to that.

We´d like to thank Victor Lionhead for answering theses questions and giving us a lot of interesting pieces of info about his upcoming project. We also hope you enjoyed the interview!

Compartilhe!

Henrique Castilho

WILL WRITE FOR FOOD

2 comments

Comente!
  1. Olivoist 2 março, 2015 at 13:36 Responder

    I totally agree with this approach :

    “The key is to avoid filler-content that I think generally is not only accepted but even encouraged by gamers. A game’s worth is measured in the amount of time it consumes, and I believe that’s the wrong way of looking at it. We want to tell our story through only the necessities, and make every encounter, every environment and every turn a unique and hence memorable part of the whole. This means no grinding, no fetch-quests, nothing that’s irrelevant for the story, the characters and the world.”

    I never understood why, in RPGs, to be able to experience the story, dialogue, lore and other good stuff that really mean Role Playing, you have to painfully swallow “the evil sad face of the game” : all that filler crap of repetitive childish combat, endless dungeons, gazillions of copy-paste items and pointless side-quests.

    A shorter, tighter, “quality over quantity” game would totally do for me and eclipse the traditionnal content-filler design.

    • Pedro Calçada 3 março, 2015 at 15:00 Responder

      I couldn’t agree more with you! Maybe is the fact that now I’m older and have less time to spend on a videogame, but I enjoy a lot when games cut all the crap and go straight for the story, dialogue and even action. Do we really need to spend countless hours doing the same uninspired side quests? Thanks for the comment!

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