Ferrago chat with Alexey Leshev, Scriptwriter on Kreed
Original and very ambitious, this is Kreed.
Ferrago: How important is sound and music going to be in fostering a sense of immersion?
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AL: We pay a lot of attention to sound and musical setting since the accuracy of the gameworld depends directly on that. This is pretty tough work where you must experiment a lot to find the right audio combination. For instance, the voice of insectoids Tiglaary was generated from a number of sounds made by insects.
The notorious Shpigg cannibals make grunting and whining noises when they are attacked which makes the player involuntarily clench with fear and seek cover. The voices of grotesque nightmare creatures born by Kreed and the ‘divine’ speech of Higher Intelligence representatives should be a real surprise.
The musical soundtrack was recorded in industrial and dark ambient style and totally matches the whole concept of the game. We have our own ‘hits’ that add some adrenaline and help pass this or that level in one go.
Ferrago: From the website it sounds like there is the basis for a good story driven game, so I'm intrigued as to whether Kreed will be a no frills blaster or a more thoughtful slice of shooting.
AL: KREED is one of the well-thought-out game projects where the storyline is just as important as a chance to fight alien rivals. The player will not merely have to pass preplanned Missions but also learn something Important in the end, something that should have some impact on him. Isn’t that the goal of a modern computer game? Of course one could stress the ‘mechanical playability’, but on the other hand it doesn’t automatically mean success. We aim to make the player ‘live’ in our virtual world, that is feel, worry, and believe in his victory in spite of dangers and obstacles that may seem insurmountable.
Ferrago: What sort of interaction will the player experience within the game? Will there be NPCs of any sort, or will the story be driven along through cut-scenes?
AL: Interaction will be based on script rolls with dialogs, diary readings, and information displayed on monitors and holograms. Some dialogs should be quite intense and have profound meaning. Some might ignore them but they do contain the key to the final solution. The player will have to argue, suffer, hate, and experience shock. Diary reading will submerge him into the world of Kreed inhabitants, each one of them having his own unique destiny. Wouldn’t it be interesting to learn about the tragedy of a Confederate Warrior infected by an unknown virus and exiled to die in the oblivion, or discover the exciting report on archaeological diggings of the ancient maze-city, or hear the speech of a long-deceased creature that has something to tell you.
