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Interview: Edge of Twighlight

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Interview: Edge of Twighlight
By James Matson
Nov 13, 2008
Tags: Interview | Edge | of | Twighlight

Atomic checks out the up and coming Steampunk game Edge of Twilight by Aussie developers Fuzzyeyes.

The genre of Steampunk is so artistically rich, so given to imaginative excess that it’s surprising more games aren’t founded in an environment of steam power and brass-plated technology. Alas, those of us with a penchant for Steampunk’s elaborate mix of fantasy and science fiction have been left to go hungry between 16-bit greats like The Chaos Engine by The Bitmap Brothers and more recent efforts like Microsoft’s Rise of Nations: Rise of Legends.

Australian developer Fuzzyeyes however, spotted the chance to land on the gaming scene with an adventure/RPG slated for release on the Playstation 3, Xbox 360 and PC that gives fans of Steampunk something to drool over. We sat down with Mr. Lu, Wei-Yao, the CEO of Brisbane-based Fuzzyeyes studio to get some background on Edge of Twilight.


Atomic: Edge of Twilight has been pegged as a ‘fantasy steampunk’ environment – can you explain that to us in a little more detail?

Lu, Wei-Yao: The use of the steampunk theme has had such a tremendous response from everyone; it gives us more confidence to continue creating more content for it. Clearly we’re moving in the right direction and are presenting the steampunk aspect of the environment well. Initially while developing the game, we researched for an art direction that could fit and complement the dark and foreboding storyline presented in Edge of Twilight. We wanted the world of Hellayem to be an environment where players experienced and drove deep into the atmosphere.

Steampunk is an art direction that is severely underused, but has such a huge potential. The theme appealed to us because it is largely open to interpretation and has given us a lot of opportunity to define the rules of societies within such a world. The steampunk world of Hellayem did not constrain us like a sci-fi or high fantasy world would have.

Atomic: Edge of Twilight is apparently the first IP developed in Australia for the PlayStation 3. Were there unique challenges developing for the PS3 as opposed to say, the PC?

Lu, Wei-Yao: This is a very interesting question. We haven’t received confirmation on whether EoT is the first IP in Australia for PlayStation 3 but we know for sure it is definitely one of the very few in Australia. We found that the biggest challenges we faced in developing for the PS3 were all attributed to creating and maintaining original IP rather than platform or technology challenges. As we are not a company dedicated to creating new technologies, we use middleware like Unreal Engine 3 to minimise the risk for cross-platform development. Therefore, this makes the process of developing on different platforms quite smooth. Of course, there are significant costs involved for porting to different platforms but the risk for developing is minimal.

Comparatively, developing and maintaining original IP is like being handed the reigns of a wild horse. This is where the core value of Fuzzyeyes lies; our strength is our ability to create and maintain new IP. Things are definitely easier if the IP reigns were handed over to someone else but due to our ability to keep the IP, we have the freedom to create any games on any platform based on the IP. The possibilities are endless, not just games but merchandise, films... why not throw in a theme park! So you know where I’m going with this, having an original IP is priceless. However, keeping the theme park and action figures aside, we will be focusing on bringing EoT to all platforms.

Atomic: Give us the low-down on where Edge of Twilight is set.
Lu, Wei-Yao: Edge of Twilight’s story begins in the unique and mysterious land of Hellayem. Hellayem is a vast and largely uncharted land that contains all manner and varieties of fauna and flora. Unlike regular Day and Night cycles, Hellayem used to experience a unique long-lasting cycle of approximately six months for each state. Because of this, the environment had become equally unique and diversified with lush forests that thrived during the Day cycle and more rugged and dead landscapes that formed during the Night cycle. The mood and feel of each location and its inhabitants changes depending on the realm. An example would be that certain enemies appear in one or the other realm exclusively. Similarly, environments alter slightly depending on the realm, with the effect of hindering or facilitating progression for the player. The easiest example of this is the operation of machinery within the world. In the day realm machines are still functional and can be operated, however in the night realm machines are dead and cannot be manipulated.

Atomic: The background of the game talks about a mysterious energy source that has pitted the worlds two factions against each other, what’s the score here?
Lu, Wei-Yao: Ether is the name of this energy in Hellayem and the main reason for all the trouble that is occurring within it. Ether has different forms depending on the environment and time cycle it is in. During the Day cycle it takes on a more solidified organic form, which still contains the essence of Ether at its core. However, during the Night cycle it becomes a much more fluid floating form which looks a little like condensed air or mist. Ether usually appears around natural Ether points, places in the environments from where Ether is released. It is pretty similar to the world situation we live in today – oil being a main source of energy for many, and how it has become scarce.

In the game, two civilizations compete to harvest the energy to their own benefit. We have the Lithern, a mystical and extremely spiritual race that used to live and thrive during the Night cycle of the world. They are a very long-lived species that is part-flesh, part-spirit. The Athern race are a more human-like species that was known to be extremely self-centered, self-sufficient, materialistic, and wasteful; an obvious analogy to how the majority of humanity could be characterised today, living and prospering through their unique technological inventions and their uncanny ability to exploit everything within the given world.

Atomic: The player is cast as ‘Lex’ – what’s his place within the game Universe?
Lu, Wei-Yao: Lex is the main character, around which most of the story will revolve. Lex is a half-breed, Athern and Lithern. Growing up in such a harsh and sometimes lawless environment quickly led him to rely on both his Athern and Lithern roots, becoming extremely proficient in his sword fighting skills as well as his thievery abilities, made possible by his hidden Lithern talents. He is labelled as an outcast and a loner; a man who is tough, self-reliant, and dangerously skilful with the blade. In the day realm he is a lot slower, bulkier, more powerful and his combat reflect this. During the game, players will be able to use and manipulate Ether to their advantage. Being the only half-breed, he will soon come to realise his deep connection to this energy. Day Lex will be able to use Ether energy to operate Athern-based Ether powered technology or machines. Conversely in the night realm he is quick and ninja-like, so it feels different but it is equally satisfying. Night Lex has a much more spiritual and natural connection to Ether. Everything around him revolves around Ether passing through his body, and will determine his Vitality. He will also be able to use Ether for a number of specific abilities that he acquires in the game.

Atomic: The game is obviously designed as an RPG title, so what classic RPG elements can we expect to find, and what does Edge of Twilight bring to RPG genre that’s new?
Lu, Wei-Yao: Edge of Twilight is not an RPG, rather it is an action adventure game with several light RPG elements. What we are trying to do with Edge of Twilight is to expand the linear nature of classic action adventure games by giving players freedom, but still retaining the cinematic story progression. In Edge of Twilight, we leave it to the player to discover, or uncover, the storylines and secrets in the world of Hellayem. From the outset players will have the opportunity to access a large Citadel and from here they will choose to venture on numerous side quests, buy, sell and upgrade items, interact with NPC, or complete the main storyline. We encourage players to explore the world of Hellayem and investigate the side stories and mysteries of the world, players will be rewarded with a higher story payoff throughout the game.

Atomic: Is the game more weighted towards puzzle-solving and interaction, or action and fighting?
Lu, Wei-Yao: What we’ve been trying to do from day one was create a good and balanced game. By design Edge of Twilight focuses on action adventure elements. This is by no means a pure action game; instead what the game is achieving is a fusion of heavy cinematic action sequence with intelligent puzzle-solving together with a degree of exploration. What we encourage players to do is to venture around the huge steampunk Citadel interacting with different characters, to finding themselves deep inside dangerous enemy territory fighting off hordes of enemies.

Atomic: Nothing has been mentioned as far as multiplayer or an online component to Edge of Twilight. Is it planned or will this be a single player experience?
Lu, Wei-Yao: Beginning from day one Edge of Twilight has been planned as a single player experience. Many great games centralise their games and gameplay on a single player experience. Therefore, we feel that multiplayer would not have suited the goals which we set out to achieve from the start. It would definitely take focus away from the single player portion.

Atomic: Although there’s obviously a lot of effort going into making Edge of Twilight unique, if you could draw a parallel between an existing PC/XBOX 360/PS3 title, what would it be?
Lu, Wei-Yao: We really try not to use or reference ourselves parallel to any particular game in the market today. We have had so much experience time after time when we invited certain exclusive magazines for a preview of Edge of Twilight. We are surprised that almost everything from character to gameplay reminded them of a specific game in the market. What we are trying to do is simply trying our best in developing a great game for a particular genre and audience. Of course we are aware of similar experiences in the market and we definitely have taken inspiration by many of them, as so most games.

Edge of Twilight is a brand new IP for Fuzzyeyes; a dark steampunk fantasy set in a world where night and day have been torn apart. The goal of Edge of Twilight has been to create a world where players would get drawn into and try to uncover its numerous secrets. We are also hoping that Edge of Twilight will bring a fresh perspective on a well-known and cemented type of gameplay. This game has been a labour of love for us for the last couple of years now and we could not be more excited to bring it to light.


So there you have it, a daring tale of day and night, opposing civilisations fighting over scarce energy and in amongst it all one hellishly tough half-breed ready to tear the world of Hellayem a new, erm, dirigible.

Powered by the sexy Unreal 3 engine and rumoured to also tackle some interestingly real world issues like greed, genocide and oppression Edge of Twilight is shaping up for a 2009 release date, bringing with it the promise of Steampunk visuals, a detailed storyline and the potential for a smashing Australian IP.


 
 
This article appeared in the November, 2008 issue of Atomic.

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