Interview – Tomasz Gop Executive Producer at City Interactive (Lords of the Fallen)


Interview – Tomasz Gop Executive Producer at City Interactive (Lords of the Fallen)
We're always partial to a bit of fantasy action around these parts, so when we had the opportunity to catch up with Tomasz Gop, executive producer at City Interactive to chat about the studios' forthcoming title, Lords of the Fallen, at Namco Bandai's Global Gamers Day 2014 we weren't about to pass it up.

Click: What can you tell us about this new title you‘re working on, Lords of the Fallen?

TG: Lords of the Fallen is not a game based off of any existing franchise. We’ve completely created, from scratch, the game’s universe, setting and the story behind it. The basis and foundation of this story is that everything that defines the world as we know it in Lords of the Fallen started a couple thousand years ago, when people fought against, and defeated, their ruling god and his demonic army.

That moment defined the future of humanity, making them believe that, because of what they’ve achieved, evil could be entirely wiped out from human nature. They based everything in their lives on that assumption, whether or not it is actually reasonable. Because of this, they created a codex containing all of the worst crimes that people can commit, and anybody who commits one of those crimes will be marked forever, via the tattoo on their face, becoming an outcast from society.

This means that everybody knows who has committed a very serious crime and so they are forced to wander the world. At the beginning of the game, when the demons start to reappear and nobody knows why, humans come up with the idea of fighting evil with evil, and they seek out the guy who has committed the worst sins. This is where our hero comes in, Harkan. He’s the guy who is tattooed all across the face and who can actually look at evil as something that’s just a tool for him to use, and that’s why he’s pretty much destined to fight these demons.

Click: Do the tattoos on Harkan’s face indicated which crimes he has committed? Could you give us some examples of what those crimes might be?

TG: I actually don’t remember these by heart but I can make it easy for you. If you try to seek out our fan page or our Facebook page, we have already made some art that explains certain sins, not all of them, but some of the sins that are tattooed on Harkan’s face already have been explained. Like murder for example, or blasphemy, stuff like that. The tattoos are actually runes, which are strung together to make words. They actually form a whole alphabet that you can read, we even went so far as to make one that can be translated back into English.

Click: Will we get to see any other humans or human culture outside of Harkan? Will we be able to see the contrast between him and the rest of humanity?

TG: I believe so. I mean, we aren’t going to be featuring 200 NPCs in this game because it’s not really a story-driven game, but still, you will meet NPCs and be able to talk to them and find out about them enough to see their character and personality. I do think that you will see the contrast between who Harkan is and who these other guys are and how they think.

Primarily, Harkan is a guy who has no perspective on evil. No family, no friends, he’s pretty much just an outcast and he’s been like that for most of his life. He’s not too chatty, he doesn’t go around cracking jokes; he’s more just straight to the point, while some NPCs will be quite different.

Click: As you mentioned, the game has a lot of demonic visuals, from the demons themselves to the equipment that Harkan wears. Where does Lords of the Fallen draw its design inspiration from?

TG: I think it depends on which aspect of the game we are tackling. Story-wise, we were thinking that we wanted the game to be high fantasy, even epic fantasy, and because of that we wanted to draw up a large scale of events in the game. It’s not like one guy versus another, more like us versus the universe or the gods.

If we are just talking about the looks of the game, the design of the world and the art direction of the whole game, it is definitely a high fantasy approach and draws from other games, books or even pen and paper games like Warhammer. We wanted to be colorful, you might even say saturated.

Gameplay-wise, a lot of people draw comparisons to Dark Souls, but I personally see a lot of similarities to games like Tekken or Street Fighter because I think those kind of fighting games have inspired a lot of more arcade-ish elements in Lords of the Fallen.

Click: What is your favorite thing about Lord of the Fallen and what do you think makes it most unique?

TG: I would say it’s the bosses. It is, quite frankly, a game about boss encounters that you’re going to remember for a long time. These bosses always make you think “Okay, what are the different tactics I can try?” and there’s never just one or two tactics that work against a boss. You can find ten different ones if you wanted but each requires a certain amount of time to understand it, learn it and master it. I think this is cool because a lot of people will be able to talk about bosses and how they defeated them and then compare how they tackled them. A lot of people will find out that they fought it in a different way because they made something else work for them.

Click: The game will feature classes, and if we remember correctly the Cleric is the magic-based class, the Rogue agility-based and the Warrior strength-based. Do the weapons or equipment work differently based on which class the character using them is?

TG: Yeah. Not everything is in this game is bound to the class because, primarily, by choosing a class at the beginning of the game, the only thing that you really lockdown is the spell tree. For example, attributes can be levelled up independently from the class that you are. So you can be a Cleric, but then level up strength and become a battle mage if you wanted to. With gear, you can also mix it up and use different kinds. So I would say that it’s like you’re not really bound to any class, except for the spells.

Click: Lords of the Fallen looks very deliberate and skill-based. It seems to be all about the learning process. Will the game have different difficulties or is that learning process what sets the pace of the game?

TG: There’s basically just the one difficulty setting in the game. What we tried to do was make magic and the different varieties of weapons and gear the tools that the player uses to try and rescale or retarget their character, which will make certain things easier to do while making others harder. So there are no difficulty settings, per se, but it’s more about the different approaches to combat that you can take. You will feel that certain types of combat are easier than others, but it will be based on those skills or tactics that you’ve become familiar with.

Click: To wrap up, could you tell us what platforms Lords of the Fallen will be released on and when we can expect to see it available?

TG: Lords of the Fallen will be coming out fall of this year and will be coming to the PlayStation 4, Xbox One and PC.

Interview – Tomasz Gop Executive Producer at City Interactive (Lords of the Fallen) on
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