But Operencia, I would say, takes more inspiration from Final Fantasy games in this regard. As much as we all loved playing Wizardry in the ‘80s, it wasn’t exactly deep in those aspects. The overall vision for Operencia was to modernize the classic first-person dungeon-crawling RPG – and a huge part of that is telling an interesting story with memorable characters. How much is Operencia going to be focused on narrative and storytelling? Every level needs a different approach on how to progress. Last but not least, some rooms of Anna’s castle are flooded so you are not allowed to spend too much time underwater in search for treasures or you are going to drown. Then you have to climb to the magical World Tree where you will walk on the trunk, use the branches to build new routes and even move into the tree’s interior lairs and get out on the other side. Many towers have multi-level puzzles which mean the targets are linked somehow and you have to comprehend the connection between them. There are some dark dungeons with narrow corridors and some with huge, open spaces and the layout always defines the puzzles and the behaviour of the enemies. Our main level design principle was to make the maps diverse and deliver as many “wow moments” as possible. ![]() We have more than ten different visual settings in Operencia and most maps highly differ from each other in their mechanics as well. How much do the maps in the game vary from each other? Are the variations from a visuals perspective, or do they vary in terms of design and mechanics as well? It’s by no means a substitute for a history book – pretty sure Attila never fought a dragon, for example – but the historical figures still fall in line with their basic personality traits.īeyond story, Central European myths and folklore inspired almost all of the environments in some way. We’re also incorporating larger-than-life actual historical figures from the region – most notably Attila – into the story. If you think of what properties like Fables, Once Upon a Time, and even Shrek have done with popular folklore, it’s kind of the same idea…just with material you’ve never really seen before. And while I can’t tell you for sure that this is the first time they’ve all been brought together into one cohesive universe – I think it’s a pretty safe bet. ![]() As an American, I’m not going to pretend I knew a lot about this going in, but that’s the fun of it – there are a lot of great folktales, legends and mythology out there that probably have never been touched upon in 40-plus years of gaming. I came into the project about midway through development, but one of the things that really intrigued me from the start was the way in which Operencia draws from Central European mythology. Operencia’s use of unexplored mythologies in its setting are an intriguing prospect- can you elaborate a bit on what players can expect to see from it in this area? The following questions were answered by Mel Kirk, VP of Publishing at Zen Studios. A couple weeks ago, we sent across some of the questions we had about the game to the devs, hoping to learn more about it. Operencia: The Stolen Sun is a first person dungeon crawling RPG inspired by European mythologies and folklore, and looking to evoke the experience of classic games in the genre like The Bard’s Tale and Wizardry. ![]() ![]() Zen Studios is a name that is most commonly associated with pinball games, but soon, the developer is now putting out something quite different, and as such, quite intriguing.
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