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Banishers: Ghosts of New Eden - Interview

Discussion in 'Game/SP News & Comments' started by RPGWatch, Dec 8, 2023.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]A Banishers: Ghosts of New Eden interview at Wccftech:

    [​IMG]

    Banishers Q&A - DON'T NOD Talks Improving on Vampyr, UE5 Switch (w/o Lumen or Nanite); DLSS 3 Support Possible

    French developer DON'T NOD may be most renowned for its adventure games (Life is Strange, Tell Me Why, Twin Mirror, Harmony: The Fall of Reverie), but its first game, Remember Me, was actually an action/adventure game like the upcoming Banishers: Ghosts of New Eden.

    [...]

    What were your influences on this kind of setting and story?

    Stéphane Beauverger - Narrative Director: Once we decided to explore a "ghost, witchcraft, and superstitions" setting, we binged all kinds of material about these themes. The fantasy novel "Kill the Dead" by Tanith Lee has been an early major reference for us. Later on, the movies "The Witch", "Crimson Peak", "The Devil's Backbone" and "Frighteners" also helped us shape the balance between the haunted living and the haunting ghosts we wanted to achieve.

    Following the release of Vampyr, what were the main areas you wished to improve for your next action RPG?

    Philippe Moreau - Creative Director: At the very beginning of the project, we wanted Banishers to be the spiritual successor of Vampyr and improve on it in every way (visual, gameplay, animation, tech, etc.), but keeping and transposing into a new context its main differentiating mechanic: investigating the lives and pasts of characters with heavy secrets, before deciding their fate through ambiguous moral choices.

    We knew this concept was good and full of potential, but we also knew that we needed to step up the overall quality of the game if we wanted to succeed. The combat, for example, has been reworked entirely, with a new approach based on the "look & feel" where the focus is to develop an engaging combat that is easy to pick up, responsive, tight, and with satisfying visual and audio feedback. The goal was to develop a simple yet effective and rewarding gameplay loop, supported by the main idea of playing a couple working in synergy. We have iterated on the combat a lot - until the very last moment of the production - and I think we managed to deliver a much more satisfying combat experience than in Vampyr.

    [...]
     
    Last edited by a moderator: Dec 8, 2023
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