


It's mostly through the banter and through the cinematics – they're all character-based. How will we get to learn more about each of the characters? Are there specific character missions, or do we learn about them primarily through banter and cutscenes? But the overall plot itself, we don't do a lot of branching stuff with that. Then we have the Nest, and we have the Safe House missions, and then we just have the random exploration of the world and the spawns and vignettes out there. What it really influences is how a certain character's outcome happens or how they feel about you. There is the campaign, but there are also some side mission spurs that you can do or not do in the campaign. Although in truth, I think we have more elective missions, actually. Multiple endings and stuff like branching missions are less important to Redfall. Are there many branching paths or major choices with consequences? In Redfall's announcement, it was said that our actions change Redfall's setting. For marketing purposes, we just double down on the amount of dialogue that's in that trailer otherwise there's long moments of silence.Īrkane games are usually big on player choice and consequences. They're very chatty." And that is true, they don't. In those comments, once in a while, I see somebody like, "I hope they don't talk this much during the game. Then today, the response to the gameplay trailer has been very positive. One thing I do want to say is there was just an overwhelmingly positive response to the announcement trailer that we released a year ago – the cinematic. We'll be talking more about those dynamic narrative systems later. if you and I are playing Devinder and Layla, they have a different relationship than, say, Remi and Jacob would.

We've gone a little deeper on a couple of them, but the characters, they talk a lot alone to comment on the world or with each other, depending on who you're playing. A lot of work has been put into the narrative layer, the readables, the briefings, the dynamic conversations, the AI barks, all of that stuff that you'd expect in an Arkane game. Ricardo and Andrew Brown, our lead programmer, have worked a lot on dynamic VO systems. And I should give the programmers credit there since they wrote those systems. Ricardo Bare and the writing team, the narrative design team, have put a lot of work into dynamic systems. Does the story change based on who you play?
