TSA: Can you give us some details about the characters that are with Pax on this road trip? So Pax was always, and continues to be, the emotional and somatic core of the game, even as the setting and story have evolved over time, and continue to do so. We knew her story from the beginning, and the world and narrative and cast grew from that seed. We had an idea of this broken and haunted woman who’s a refugee, an orphan, a “freak” someone who struggles with anger issues after having to hide her true self from the world. Ragnar: Pax was there from the get-go, almost fully formed…although her weapon and wardrobe have changed along the way. TSA: Where did the idea of Pax come from, and at what point did you settle on her as the lead? This isn’t a history lesson, but we have spent a ton of time building a rich universe with depth and detail, one that players can dig deeper into if they choose to do so. But the setting isn’t the real star here: the characters are, and every bit of lore and history emerges from dialogue and personal interactions. There’s a lot of history and backstory to the setting, and you’ll learn some of it during your road trip from Pacifica to Nova Scotia. ![]() was rebranded the American Republic as is controlled by the authoritarian Justice, though large parts of the continent are pretty much the new wild west. ![]() Ragnar: In our version of reality, the United States was torn apart decades ago, after California seceded and became Pacifica. TSA: How did the USA become the Divided States in Dustborn? ![]() And it’s an opportunity for us to experiment with narrative-driven combat action, using weaponised language and what we call “wordcraft”. But Dustborn’s also a game that we want to play a road trip across a future America populated with interesting stories, iconic locations, quirky characters and robots.
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