Survey Interview - The Art of the Discussion - games - Video Peeling News, Instructions, Exemplary Procedures, Reviews and Cultu


A survey on the survey with the developers of the game.

It does not often happen that we encounter games that have something significant to say about current topics to see something like that _ enforced, _ The product started on the PC in December is uniquely refreshing. What makes the game even more fascinating is that it summarizes his comment and history in a very interesting mechanism that focuses exclusively on surveys and talks, with some management elements added to spice on things. Shortly before the start of the game, we have sent some of our questions to the developers, including the mechanics, the narrative drive, visual aesthetics and much more. You can read our conversation with Jack Williams from Big Game Machine below.

_ Note: This interview was guided before the start of the game. _

"While other teams made underwater and underground action games, we decided to look under the surface of the heads of humans and develop a game in which they have a real psychological gameplay."

The idea of ​​conducting talks as a puzzle and to guide himself is interesting - how is this concept?

The very first version of the game was born at a Game-Jam, where the topic "Under the Surface" was. While other teams made underwater and underground action games, we decided to look under the surface of the heads of humans and develop a game in which they have a real psychological gameplay. The police interrogations were then an obvious affair: the tense and exciting scenes of psychological sparrings in modern cinema. When we knew this was the concept of the game, we realized that we not only have to design the dialogue exposure to the dialogue, but also the actual gameplay. After carrying out the first surveys, we had to ask ourselves the challenge to mark the innovative gameplay designed by us, and "conversation puzzle" was the only one that fit.

In front of which challenges are the players with these surveys? What influence do things like morally gray decisions or composition of clues to the development of these conversations?

Challenges develop and change in the course of the game. In some interrogation, the players have all the time in the world, in others they are on the clock. In some interrogation, you have to discover the culprits, with others only to find the manipulators of the already known culprits. There is a lot of variety and we do not want to spoil all surprises that we have prepared for our players.

Players must face the press, the authorities and public perception, they must deal with the motivation of their agents and administrative elements such as budgeting. We wanted to show the realistic burdens to which such departments are exposed.

Moral Gradness in Verhöhr is not isolated on a certain good telegraphed moment, just as in the real world. Every plot of the players, from the commands that they give them to the special unit you manage, about the way they are judging their actions to the press, to things they do in the context of interrogation, such as suspects To adhere or bash them even this has realistic consequences for the reputation, mental health and the determination of the main character.

_ interrogation _ claims that players will be able to manipulate people during a conversation psychologically - can they talk about how this is implemented with regard to the gameplay?

The players will be at the interrogation from different challenges. In every interrogation, players have to understand their suspects and decide how they approach them and what they react well. Should you try to scare you to build a relationship or a combination? How should they direct the conversation to the topics that they find more promising, especially after they have found a new hint? What formulation of a question does the suspect lead to the desired emotion? How can they do those who suspect them logically? How can you refer to what several suspects tell you? ****

"The management of the call of the special unit, which the player leads to the press, the public and other authorities, is an essential component of the game. In real life, it is not only about catching the evil, but also to manage them. "To properly make their efforts and decisions. "

I imagine that interrogations will be the main mechanic here, but the addition of other things, such as the management mechanics, is pretty interesting. How exactly consider these and how do you interact with the surveys?

In addition to the administrative elements, decisions between the surveys can have a great impact on the surveys themselves. People in the interrogation room respond to the call of the player. The players choose "memories" to offer the benefits and adapt their style of play with surveys. Missions that you have assigned to your agent can make sure that you are working with key players so that you receive additional information that you can track in the survey rooms.

Can you talk to us about the idea of ​​having to deal with pressing actions? How strong will this affect the game and how his story plays? ****

The management of the reputation of the special unit, which the player leads to the press, the public and other authorities, is an essential component of the game. In real life, it's not just about catching the evil, but also to make your efforts and decisions correctly. ****

Given his premise, Verhöhr put a big focus on challenging and relevant current problems of the real world?

Total. Games that deal with difficult topics are exactly what we have made in the founding of Critique Gaming Verhöhr is no exception.

It deals with terrorism, anarchy, police brutality, personal missions and powerful weights between citizens, state and large companies. ****

_ Interrogation _ The art style is conspicuous and quite appropriate for his Noir aesthetics. How did you get this special look for the game? ****

Film Noir has a long tradition in delivering hard-minded, dark, morally gray stories about detectives and broken societies. Therefore, this was a pretty obvious choice. However, there were many iterations until we reached a style we considered appropriate. Grayscale or only black and white? Sketched or photographic? 30 Noir or 80s Noir?

In the end, we have found that we can borrow many visual elements from comics. We knew, however, that in this game is about characters and that we want to have them as realistic as possible. At this point, we realized that through rotoscopy about photos of real actors, we can find a middle ground between a photographic and a comic-like style, which felt exactly right for the game. ****

"We are sure that we will start iPad and Switch as soon as possible."

Why did you decide to start exclusively as a PC? ****

It was a purely logistic decision. We just did not have the means to port the game first to multiple platforms and then start.

Do you have plans for PS4, Xbox One and Switch?

We would be glad if so many people could experience experiences verhöhr, as it is a game that can also be addressed by people who are not traditional players. For this reason, we would like to have the opportunity to start it on as many platforms as possible, both on the console and on the phone.

For all these reasons, we are sure that we will start on iPad and Switch as soon as possible.

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