As a gaming enthusiast, I’m eagerly anticipating the release of “Eriksholm: The Stolen Dream,” an upcoming tactical stealth game that promises a captivating narrative and three unique characters to play. This title is being developed for PC, PS5, and Xbox Series X/S, with plans to hit the shelves later in the year. Recently, I had the pleasure of chatting with creative director Anders Hejdenberg about the intricacies of “Eriksholm,” including its setting and how each protagonist brings something different to the table.
One key aspect that stands out in “Eriksholm: The Stolen Dream” is the game’s environment. Could you share some insights on why you decided to base the game in a 1900s-style Scandinavian setting?
Years ago, I recall being captivated by the movie “Kiki’s Delivery Service.” Its world and style drew me in deeply. Although parts of their world were modeled after Swedish cities, as a fellow Swede, it still seemed enchanting and almost dream-like. Initially, I speculated if my fascination was due to my upbringing in Sweden and visiting the cities that served as inspiration. However, when conversing with individuals from various countries, I discovered that the allure was indeed quite universal. This realization ignited a thought: perhaps creating a world reminiscent of Scandinavian aesthetics on a grander scale could be intriguing. And it’s certainly advantageous to have an abundance of references just steps away at home.
“Many aspects of their world were inspired by Swedish cities”
As a gamer, I’m curious to learn more about the trio of characters in this game and how they each bring something unique to the table. Could you enlighten me on their distinct abilities and play styles, and perhaps explain how these differences will shape my gaming experience with them?
In this game, you have the freedom to switch between characters whenever you want. However, the core of the gameplay involves collaborating with your characters as a team to conquer challenges together. This means the way you play is often interconnected, where one character’s action might enable another to reach a strategic position, which then opens up an opportunity for a third character, and so on.
Hanna possesses a tranquilizing device equipped with darts, which she can utilize to subdue opponents, but it’s crucial to exercise caution when using it. Shooting a guard won’t instantly cause them to fall asleep; instead, it takes several seconds. This means they might turn around to investigate what struck them, so shooting from a concealed position is often advisable to avoid being exposed in the open. However, you should also consider if there are any nearby allies who could be alerted by the guard getting hit, or companions who may take notice if the guard doesn’t return promptly. Moreover, it’s essential to plan your subsequent actions if the guard’s colleagues search for him, and think about how you can exploit such a scenario to your advantage.
Alva possesses a slingshot with multiple uses, such as producing diversions and extinguishing lights to cast shadows. By carefully observing the circumstances and conversations between guards, you might discern one guard appearing uneasy or another fearful of the dark. Leveraging these observations can benefit you; for instance, turning out a light isn’t only useful for moving unnoticed by casting shadows, but also for prompting a response from someone that could potentially work to your advantage.
Sebastian can swiftly and silently strangle guards from behind, making loud noises unnecessary. However, approaching them closely might not always be straightforward. But when paired with Hanna’s darts, this skill can frequently lead to efficiently neutralizing several opponents simultaneously. Hanna’s darts can confuse the enemies, and even those being choked may notice their surroundings, but they won’t be able to alert others for help due to their predicament.
“Hanna has a blowpipe with darts that she can use to sedate enemies”
Each character possesses a special “navigation ability,” allowing Hanna to navigate through air vents, Alva to scale drain pipes, and Sebastian to swim. This feature simplifies reading the game environment for players and encourages them to think creatively about outwitting opponents by taking advantage of each character’s unique movement capabilities.
In essence, the characters’ skills serve as fundamental aspects of gameplay, but the context is crucial since the same abilities may yield varying outcomes based on specific situations. For instance, Hanna’s darts might make a guard exclaim “Ow!”, and this could provoke other guards to respond. However, in an area infested with mosquitoes, if one guard keeps getting bitten and complaining, the player can exploit this for their benefit. After all, it’s not always easy to distinguish between a guard being hit by darts and just being annoyed by mosquitoes.
Was the design for the game as a stealth experience primarily driven by the storyline, or did the story evolve around the concept of stealth gameplay?
Initially, the game primarily focused on stealth mechanics. However, as the narrative and characters were developed, they significantly influenced the overall gaming experience. In our early stages, we attempted a sandbox-style gameplay, but players found it inconsistent with Hanna’s character – she wouldn’t indiscriminately eliminate guards using her blowpipe. Instead, they felt she would be more cunning, employing it only in critical situations.
As a gamer, it felt a tad peculiar when players were suggesting what my in-game character should or shouldn’t do, but they nailed it every time. Designing the gameplay around my character (and the other characters too) made everything flow smoother and more logically. It wasn’t like a sequence of gameplay, then story, then gameplay. Instead, the narrative unfolded organically as I played. For this to work seamlessly, every piece needed to fit perfectly. The characters had to behave consistently with their personalities as I navigated the game world.
“It was definitely a stealth game before the story came into place”
In crafting Eriksholm: The Stolen Dream, how have you managed to strike a delicate equilibrium between intricacy and ease, which is so vital for stealth games?
To ensure an engaging gaming experience, we advocate for a methodical approach where we begin with basic elements, progressively adding complexity as time goes by. This strategy requires careful planning, ensuring every element of your game is crafted from the foundation up, adhering to this principle. The goal is to make the game intriguing right from the start, even when the player has only learned to move their character. The enjoyment should not be delayed until mastery of all controls; instead, it should be instantly enjoyable, which demands a considerable amount of effort and thoughtful design.
Games that require minimal actions, yet offer versatility in their use due to context-dependent results are preferred by me. This design allows players to grasp the mechanics more swiftly since they don’t need to memorize numerous actions or combinations. However, it doesn’t limit their capabilities as the meaning of each action can vary based on the situation. Although creating games this way is challenging, I believe it offers a smoother gaming experience by eliminating the initial steep learning curve often encountered when starting a new game for the first time.
After introducing fundamental concepts to the player, introduce various scenarios in which these concepts take on new meanings. As they grasp these, begin to intertwine them for a more intricate understanding. Gradually build upon this foundation by merging complex interweavings and so forth.
I prefer games that have a minimal number of moves, yet the same moves can lead to various outcomes based on the situation.
As a game creator, I cannot stress enough the significance of playtesting – we’ve put countless hours into it. A fantastic concept for a level section might not resonate with players at all. Striking the right balance between providing hints and leaving things unsaid is an intricate dance. You want the player to solve puzzles on their own, but if they’re left adrift, they can quickly become frustrated. The satisfaction of fine-tuning a game part that finally works flawlessly is indescribable.
In terms of the game’s story, what were your primary inspirations?
As a gamer, I’ve taken it upon myself to craft characters brimming with passion, characters who won’t back down when faced with seemingly insurmountable adversity. It’s not just about cheering for Hanna; it’s about joining her in her battles when the time is right. There have been instances where Hanna’s courage has left an indelible mark on both our team and the actors portraying her. The journey she embarks upon is filled with sorrow and pain, but it’s also adorned with the exquisite beauty of the bonds she forms and the lengths she goes for her friends, who in turn stand by her side. Even when all seems lost, there’s always a glimmer of hope. Our story revolves around that beacon of light.
Roughly how long will an average playthrough of the game be?
The enjoyment and pace at which players explore the storyline and solve puzzles within Eriksholm will largely depend on their individual strategies. To fully appreciate the narrative and immersion, we encourage a leisurely journey through the game levels.
Do you have any plans to also bring the game to the Switch, or perhaps its upcoming successor?
At the moment, there are no plans to launch Eriksholm on the Nintendo Switch. Should that change, we’ll make sure to inform our players promptly.
Building characters full of passion who won’t back down, even against powerful opposition, has been our main method for telling stories.
Are there any reasons why the game is not coming on Xbox Series X and S?
The game is scheduled for launch on PC, PlayStation 5, and both versions of the Xbox Series – specifically, the Xbox Series X and S. There were a few snags with the Xbox store listing, but they’ll be resolved within the next several months.
Are there any plans to make the game PS5 Pro enhanced?
To ensure a seamless gaming experience, we’ve put in extra effort to fine-tune the game for standard PlayStation 5. Moving forward, we aim to optimize Eriksholm for the PlayStation 5 Pro too.
Hey there fellow gaming enthusiast! As a game creator, I’m super excited about the PS5 Pro. Compared to the base PS5, the boost in GPU power offers some amazing benefits for my games. It means smoother visuals, faster load times, and more detailed environments – all of which make for an even more immersive gaming experience. Plus, it gives me, as a developer, more room to push the boundaries of what’s possible in game design. So, bring on the PS5 Pro!
Working with top-notch hardware always adds to the experience, and for us, the game performs smoothly on the PlayStation 5, which suits us just fine.
What are your thoughts on PSSR? What kind of opportunities will this open for the game?
If we consider 8K resolution for the PS5 Pro as an alternative option when full potential isn’t achievable, it could prove intriguing. Despite needing further optimizations, I am quite hopeful that we can manage native 4K at 60 fps on the Pro, and perhaps even on the standard PS5 version.
What resolution and fps will the game target on the PS5 and on the PS5 Pro (if supported)?
Right now, we’re almost there with running native 4K resolution at 60 frames per second on the standard PlayStation 5, but we’re still putting in the effort to get it just right. We’re optimistic that for the PlayStation 5 Pro, we’ll be able to run native 4K at 60 fps, and potentially even higher resolutions, though we’ll have more details on that later.
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2025-02-24 20:12