![]() ![]() We have to adapt some tools how to work because everything which was built for the open world game, OK, now it has to change to something more, you know, more linear or something like that. If I can say, it would took probably sixteen hours instead of how much bigger was the previous game of ours. It’s not as big as it was previous probably. Also should note that the main transition was that while Sherlock Holmes Chapter One was the open world game, the new one is more streamlined, it’s more linear in terms of how levels are built in the game. So some things need to be reworked, some things that not worked properly in the previous entry of the series, we have to update them maybe cut something. So basically it’s a continuation of the story which happened in the previous game, but connected with the story of the original. Viacheslav Pakalin: Well, yeah, there was a trick that we connected this remake to the story of Chapter One. How do you take steps forward in game design while still developing a remake? Because that’s kind of a challenge. That was the first time I’d ever reviewed a Sherlock Holmes game, and I really enjoyed my time with it. I’ve played a lot of the older ones, but especially the most recent outing with Chapter One. Now, pivoting back to the Sherlock Holmes game, I love the evolution of the Sherlock Holmes games. Which we will probably try to solve it after the war and for years and years.ĭavid Burdette: Yes, yes. Viacheslav Pakalin: It can definitely, you know, make a person stronger, but at what cost? This is probably the main problem. So it’s emotionally very heavy.ĭavid Burdette: Understandable, like you said, it’s something that yes, you can learn from, but it’s something no one should really ever have to learn from in this modern age. We, almost all of the team, either lost someone or experienced some tragedy connected with this invasion. I can’t imagine how some people continue to work because they’ve lost someone. Because while it teaches you, you know, how to concentrate, how to focus on something that you have to do, it also can break a person. I’m glad that I’ve seen it, but I hope that no one ever would experience something like that ever. Some who lived in the dangerous zones, they had to leave and flee, either to other towns of the Ukraine, which were more safe, or even to Europe. Some people joined military forces, some were nonstop volunteering, helping the civilians, helping the army forces and something like that. It really helped me, but of course there was some tribulations on the team. You know, just put down your phone when you’re reading constant doom-scroll news or something like that. ![]() For me to, you know, experience all these terrors which happened around, it became a bit easier because you have a thing which you can use as a switch off mechanism. You know, doing some job, something repetitive, something which takes all your focus. I cannot speak about everyone on the team, but what I experienced, when there was something to do, you know, like making a game, or something like that. Constant reports that some city was also attacked, something was bombed, but we’ve decided that we need something to do. There was still feeling of uncertainty about what would happen tomorrow or even in a few hours. Viacheslav Pakalin: Imagine that when we started to develop the game, it was March of 2022.
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