![]() As I mentioned before, we interacted with the community to find out from them what to see, how and above all what kind of experience they would like. We did a lot of research, it was an interesting experience that prompted us to want to do justice to their stories and those of other allied forces by developing the complex dynamics through which they collaborated with each other, analyzing real life stories that have been our greatest source of inspiration.Ĭompany of Heroes 3, presented as the ultimate strategic experience M.it: What is the element that you and your team give priority to in writing this kind of story?īàirbre Bent: The important thing for us is to correctly represent the tone of our narrative pillars. The Mediterranean theater turned out to be an incredibly interesting place and part of our work focused on putting the Resistance, the Partisans at the center, making them an important element in the narrative. Our research has allowed us to discover numerous stories, but we have also chosen to rely on external experts to find those voices that demanded representation. We saw it as an excellent opportunity to dig deep into this cross-section of the Second World War and understand what had happened in its time, how the situation was experienced. However, we have carried out numerous researches on our own regarding this theater of war often left aside: Italy, in the grand scheme, has never been very represented in popular culture as regards the staging of the Western front. We presented our narrative pillars to the Coh Dev community, we aligned and we got feedback on more general aspects, such as tones and topics, but also on more detailed elements such as who would have taken the floor and what would have said during the missions - me I refer to the dialogues of the individual units. At the beginning of the project I interacted with the players to find out from them what they would like to see in the game and above all how it would be told. We worked hand in hand with our community through the CoH Development Program and it was one of our sources of inspiration, as well as a way to get direct feedback, on the kind of stories we were going to tell and how we were going to do it. What inspired you for your stories? How is a battlefield humanized?īàirbre Bent: During the development of Company of Heroes 3 we were very excited to be able to exploit a wide range of knowledge, both external and internal to our studio. Sportsgaming.win: During the presentation it was said that one of your pillars is telling stories, humanizing the battlefield. I also took care of all those aspects useful to give life, or personality if you prefer, to the game: from music to character design, in terms of look and feel. As my role suggests, I worked with my team to introduce the narrative component into the game, bringing content and solutions that allowed the story to start and run. I take care of everything related to the RTS component.īàirbre Bent: I'm Bairbre Bent, lead narrative designer of Company of Heroes 3. I work at Relic for the past twelve years, I have been working on Company of Heroes 2 from start to finish and have been back to work with my team for this third installment. Voices to listen to and stories to tell Matt Philip: I'm Matt Philip, I'm the lead gameplay designer of Company of Heroes 3. ![]() We had to come to terms with the tyrant time, when it comes to interviewing any developer, but we hope that the questions and above all the answers will satisfy you overall. In our test you can read the very first impressions of a game built on solid foundations, although a handful of hours is obviously not enough to confirm the premises and promises.īelow you can read a little insight, a behind the scenes if we want, with the interview with Bàirbre Bent and Matt Philip, respectively lead narrative designer and lead gameplay designer: a very interesting chat, which has dug in particular in the narrative sector and in that supporting pillar that is the humanization of the battlefield. One of the greatest RTS series ever has returned eight years after the second chapter with the intention of presenting the definitive strategic experience to the public: the announcement precedes the game's release by at least a year but it was a specific choice aimed at gathering, over time, the feedback of the entire community by expanding the CoH Development Program opened by Relic Entertainment itself at the beginning of the project. Company of Heroes 3Company of Heroes 3 is reality.
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