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PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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Big Bad Wolf Formed, Developing New RPG

by Rainier on Jan. 5, 2015 @ 4:00 p.m. PST

Big Bad Wolf is a new French video game studio founded by Cyanide, Ubisoft, and Blizzard employees, which strives to create games with strong narrative content, offering a new role-playing experience closer to paper RPGs, and are currently working on their first multi-platform title based upon a new IP.

We are currently working on a new, but still confidential RPG :

  • New dark IP
  • Inward-looking, dark, mature and set behind closed doors. 
  • Multi-platform (PC / PS4 / XBoxOne)

Our desire is to create a new kind of RPG, with a new approach where we revisit the genre.  We are still in the pre-production stage, but the adventure already looks set to be an exciting one.

For us, the story is a key pillar that cannot be isolated from the way that it is told. 

Inward-looking, disturbing, dark, we are working on an intricate storyline whose aim is to unsettle the player by offering choices to which it will be difficult to find an answer and hopefully ones that will be hard to forget.

We are working on our fully PBR in-house game engine. Between game rendering and game design, we have found our technique. Between realism and more illustrative design, we really do bring our own style, bordering on the unconventional where the action will unfold.

Given our respective backgrounds in games such as: Game Of Thrones RPG, Of Orcs and Men, World of Warcraft, Styx: Master of Shadows, our efforts are directed towards mature, inward-looking and dark games where EMOTIONS and CHOICE are at the forefront of the player experience.

Because these are our two main thrusts.

Firstly, EMOTIONS

They lie at the heart of our development goal. They represent the very reason that motivates a player to invest many hours in playing a game. Be they FEAR, ANXIETY, STRESS, EXCITEMENT, SURPRISE, JOY, they are the lifeblood of a great game.

The second of our thrusts is the CHOICE available to a player.

Many have already worked on the sentiment of choice, but not on choice itself. And what perilous work it is, this question of what choices to offer the player, realistically, in the standardized and constrained world that is a video game.

Our editorial line focuses on the following concepts :

  • Real Choices
  • Emotions.
    • A modern vision of role playing.
    • Poignant scenarios.
  • High quality production.
  • Original universes.
  • A maturity of tone.
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