Post by Steve Farrelly @ 04:09pm 06/10/22 | 0 Comments
The cleverly titled In Focus series takes a deeper look in four parts at the production of the one of the most anticipated sequels of the year, A Plague Take: Requiem. Interviews with key talent from developer Asobo as well as episodic topics that range from world-building to tech flesh out the series delivering a sharp focus on an IP and studio full of heart and passion.
Check out Episode One embedded above
The full playlist featuring all four epsidoes can be found here, but here's a quick breakdown from Focus Entertainment for what you can expect should you dive in:
A Plague Tale: Requiem’s In Focus series includes four episodes which each brings three members of Asobo Studio together to share their creative journeys giving life to the sequel to the critically acclaimed A Plague Tale: Innocence.
Episode 1: Story invites Kévin Choteau (Game Director), Sébastien Renard (Lead Writer), and David Dedeine (Creative Director) to situate A Plague Tale’s second chapter in relation to the first and talk about the evolution of A Plague Tale’s heroes Amicia and Hugo De Rune, their relation, attitudes, abilities and new dynamics involved.
Episode 2: World Building invites Olivier Ponsonnet (Art Director), David Dedeine (Creative Director) and Kévin Choteau (Game Director) to chat about the worldbuilding work done for this sequel, still giving a great sense of history while taking Amicia and Hugo south towards the Mediterranean and its burst of light and colours.
Episode 3: Tech invites Brice Davin (Executive Producer), Cyril Doillon (Lead Gameplay Engineer) and Julien Guérin (Cinematic Director) to share the challenges and innovations associated with developing A Plague Tale: Requiem as a next-gen exclusive game, taking full advantage of the most advanced technology available.
Episode 4: Gameplay invites Kévin Pinson (Lead Level Designer), Kévin Choteau (Game Director) and David Dedeine (Creative Director) to let us in on the work they’ve done to offer new gameplay possibilities, towards a more flexible experience, with more freedom for the player yet keeping a strong narrative direction.