Now that we are halfway through the introductions for the team, it is time to tell you something. A terrible secret that only members of Midgar Studio knew, and that you too will share now.
For the first time, the true face of Baron will be revealed…
What a sight to behold.
*Who are you ? What are you doing in EoE ?
I'm Guillaume Veer, a former modder who won the bingo and got a job as Midgar's Writer and Narrative Designer. The job entails writing down the plot, the quests, the lore, the setting, the dialogues and... a lot of other things. While writers write, Narrative Designers also look into ways of making the written story more potent: finding cost-effective tricks to convey emotions or information through the general design of the game.
For instance, the quest "The Last Uralik": while you battle the fabled beast, we didn't use the usual epic boss theme by Yasunori Mitsuda. Instead, we used an awe-inspiring composition of our in-house composer: Cedric Menendez. The goal with that little shenanigan is to convey a sense of awe and interest in the player; giving them the impression they are not just struggling through just another (epic) ordeal. The Uralik is not just "another monster boss we gotta wreck" it's something more than that.
There are a lot of other techniques used to imply something in a video game. For instance, the combat introducing Sephiroth in FF7 helped to convey all the might of the character without having to show a costly cutscene where he unleashes some kind of incredible magic. Instead, what we have is a flashback combat against a level 45 dragon: we - as players, gamepad in hands - can experience for ourselves just how strong this character is compared to the hero. The job of the Narrative Designer is precisely to come up with scenes like that to tell the story, not simply with dialogue text-box, but with actual gameplay sequences.
*What are you working on? What have you planned for chapter 2?
Working with the actual and future Voice Actors on the project: providing directions and getting the new ones to get acquainted with their parts (yes, there will be quite a few new characters in the next following chapters. :3)
Since the trunk of the main storyline is already written, I have time to develop side-quests and expand the setting through small substories. General guidelines for subquests are to either: flesh-out the world and its history, flesh-out the characters, or contextualize the main plot by giving interesting yet-non-critical information to the players.
Specifically? I'm working on the Nekaroo farm questline and another ominous one that will slowly unfold through the course of the entire game.
*Something you have loved to work on for EoE?
Everything, actually. From side-quests to main plot, city npcs, banters between the characters and in some cases, the villains. I love working on everything. It doesn't mean that I don't wake up in the middle of the night, having nightmares about leaving gaping plotholes into a critical questline though.
If I really had to choose... There are a several scenes between Selene and [upcoming undisclosed permanent party-member], Daryon and the same [upcoming undisclosed permanent party-member] that are very dear to me. I kinda love [upcoming undisclosed permanent party-member.] I love Daryon and Selene too, of course. But this one, well... is one of my favorite.
In general, what I prefer are the moments where characters come to life and exceeds what I expected for them. (It's a thing most writer will occasionally refer to: a moment where they - as writers - stop thinking about what a character would do or say. The pencil goes off its own way and the character becomes more than the writer thought they'd be.)
Another thing that I love in the project is the relationship we got between members of the team. Remember that past update where Manon provided a sample of concept arts with A.B.C.D choices for soldiers? We do that a lot, actually. Discussing things among ourselves, debating and often convincing each other of something. In between lulzy memes, emotional support and very bad puns, they provide me with invaluable feedback over my work.
Also, I want to jump on this occasion to thank you, players, for your awesome support, understanding and invaluable criticism.
You can now using the small flag in the status menu on the character portraits or using the "X" button on the controller in the party menu swap the leader it will change the character that you are playing on the field.
Feature - Wardrobe
Using the wardrobe you can now quickly swap between character / entities skin (Mods and DLCs) instead of having to go back to the main menu to enable / disable mods you can visualize models and select which one you want for each characters and entities.
Improvements - Battle Camera
The battle camera have again been greatly improved, fixing some last vibrating issues in very narrow places and fixed a bug that was making some issues framerate dependent. Improvements - Follower movement
Followers had until now physic frequency issues and weird pathing when being too close to the leader, it has been improved to ensure more natural movements of the followers ... Also
Lot of minor bug fixes and minor performance improvements
You are getting used to it by now, but you have yet to meet all the dev working hard on the game! And beside, now you have proof we are real :p Time for a quick portrait, and some previews of chapter II !
“I’m Manon Bargier, 25, and I have been working as an Environment Artist at Midgar Studio for nearly 2 years. I love working on vegetation, choosing the art direction of a biome, the atmosphere, and then bringing to life plants and trees. I’m also working on props and cutscenes.
Currently I’m implementing new landscape to the game, and researching vegetation to create new biomes for the incoming update!
I hope you will enjoy the scenery and have fun playing!
We worked on an enhanced version of the battle camera for a few weeks, it was one of the top demands from the community, we did some major changes internally to how the camera works:
- Movements should be a lot more natural, no more huge dives up and down when the camera is stuck between difficult to compute collisions, the behaviour will be now a lot better
- Autoshot has been improved, the camera will now try to find the best shot position and rotation to have all the importants on screen, it can even now change the FOV at runtime to have a clear view of the battle field.
We added a new tool to help us with the suggestions, with this tool you can add a new feature suggestion and everyone can vote for your suggestion and so helping us identify which feature is top priority for our players
Experienced travellers will tell you to avoid the Technobandits who roam the lands, for the weapons they use are both dangerous and explosive. But who are they really? Criminals or victims of the war? It’s time for a bit of lore!
TECHNOBANDITS
Technobandits are enemies that can be found in the Inn and the plains of Herelsor.
Technobandits groups are usually formed by deserters, orphans, or excentrics that band together to survive the hard times. To defend themselves, they will search old battlefields and archelites crash sites to find technological weapons that have been banned by the Consortium. They are well aware that this technology may be the cause of the Corrosion ravaging Heryon, but what choice do they have?
Technobandits usually just want to be left alone in peace, but they still have to steal, rob and raid to survive. They often live in abandoned or hidden places, such as old battlefield sites or deserted mines. The Consortium and the Astryan Guards are actively hunting them, with the threat of a death sentence.
Technobandits are not inherently “bad”, but rather hot-blooded and rude individuals, due to their condition and the damages of the war.
Abilities:
*Explosion, a walking mine that will exploded on a nexus
You may know our game, but not the dev working on this beautiful project, and that’s a pity. What are we doing all day? What are we working on for chapter II? Don't you want to know :p ?
It’s time for another introduction!
"Hello I'm Johann, Programmer. If you find a bug that might be my fault (or not) ! I've been working a lot on the battle and puzzle systems (hexes, decor interaction, ...)
I'm currently reading every bug report people have been sending since the EA launch, trying my best to trigger them and fix them. Apart from the debugging that have been occupying me since the EA launch, I like to find some time to do creative work which can help improve the game experience. Such as the new teleport UI with the location display on the map.
And this week I've been working on adding some area search display on the compass. Since we're no longer using a minimap in exploration, I had to make something to work with the compass.
This system has been inspired by the last Assassin's Creed which I liked because it's easy to understand and not intrusive (Of course the display will be improved, I am but a simple programmer don't judge me)
I hope you will enjoy the new incoming features, and have more and more fun as we clean the game. Enjoy your journey in Heryon!"
Is that a rock? Is that a crystal? No, it’s a Gurrn! Protecting the magical gemstones, those sentient rocks are quite the mystery. But where do they come from? It’s time for a bit of lore!
GURRN
Gurrn are enemies that can be found in the Old Mine, and in the ruins on the plains of Herelsor.
Gurrn are rocks that became alive thanks to an eternity of existence near crystals. The magic contained within those gems gave them life. In return, Gurrns possess a sense of belonging to crystals, that they consider akin to them. Gurrn carry a crystal on their back, and everything resembling a crystal is considered a part of the family, even if it’s not sentient. They will defend them with their life.
As a result, Gurrn will protect crystals as members of their clan. This often lead to attacks towards humans in the mines. In retaliation, human will try to drive them away. In small mines, a handful of villagers is no match to a Gurrn. In bigger exploitation, soldiers will manage to kick them out.