However there are many more differences than similarities. Dungeon Keeper, Fable, Pikmin and many other games consciously and unconsciously influenced the design of the game. Of course, we were also influenced by the games we play and love. Once that system was in place we knew we could have a lot of fun with the Minions. The team went to great lengths to test-bed the Minion control scheme and AI, because we needed to ensure players were given the experience of summoning and ordering the Minions around themselves. Our goal was to make an intuitive action RPG featuring lots of looting and pillaging, rather than a 'Sim Dark Tower' or an RTS. Soon the concept of how a regular guy rose to become a Dark Lord emerged. Fantasy with an edge, where you could do things that weren't possible in any other fantasy games. But we decided it was time for us to do something different with the genre. Our back catalogue contains hardcore fantasy. But seriously, a lot of us at Triumph are D&D playing fantasy nerds. Well whenever go for a stroll through the countryside and I see cute lamb I get a strong urge to club it to death as I am a sucker for lean mutton. How much of your own personality did you put in, or where did you get the inspiration from? Overlord is quite unique in the sense that one almost needs to do all sorts of nasty things to sheep, hobbits, and other innocent beings. It should be interesting to see what happens. The average Overlord gamer is probably of a different breed than the Age of Wonders fans and hangs out scattered forums at big game websites. The 3 released AoW games had an excellent story but the limitations of zoomed out 2d world gives little room for narrative and dialogue.Unfortunately Ray wasn’t able to join in this time but Rhianna Pratchett did a great job!ĭo you think that Overlord will create as loyal a fanbase as the AoW series did? (as some of you might know the “World of Wonders” prototype had more RPG/Adventure elements in it). But by creating this 3D world we got a chance for something we really enjoy, which is to tell stories with cool characters and narration and humor. The team gets bigger, the art and technology pipelines become more complex. What were the largest differences working on Overlord (2007) compared to Shadow Magic (2003)?Īs soon as you move to 3D and add consoles to the equation, everything changes. Although the demo doesn’t contain the multiple minion types and the guard marker control which opens up the tactics in Overlord, I still urge all AoW fans to check out the tutorial demo that has just been released on Xbox 360 and PC. Even you don’t like action games, you can still enjoy the excellent humor in the game, the graphics made by the Triumph Team or new music by AoW1 composer Michiel van den Bos. Any AoW fan that isn’t locked to playing just hardcore strategy games should give it a shot. The aspect the games share is the same sort of fantasy charm and passion that was put in development. About as different as an action movie is to an in-depth documentary but it doesn’t mean that if you like one you dislike the other. Let me just say it right away, Overlord is a very different game than Age of Wonders. And after four years, Overlord was born! This exclusive interview took place right before its release.Ĭongratulations with finishing up Overlord (release is imminent)! Most of the readers of this interview will be AoW fans, but also Triumph Studios fans! Can you tell me why we should get Overlord (or not)? Lennart Sas is the Director and Lead Designer of Triumph Studios, the company that made our Age of Wonders! After AoW-Shadow Magic, Lennart and his team have have tried something different from the 2D strategy game that they have usually made. ![]() Lennart Sas: on finishing Overlord and the future of Triumph Studios! Interview by Swolte: June 2007
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