GFM – GR seems the most at home with all things supernatural/fantasy based. Is it a company directive or does it simply best reflect your overall persona as a creative team?
The ideas were not a company directive. It’s just by coincidence that most of our games are fantasy-based.
We did not focus on any genres or perspectives with each team. However, it may be possible that our artist’s style and personality was reflected in many of the games.

In any case Folklore was amazing and Knights Contract covers some awesome ground. How did the overall concept and storyline come to fruition?
Thank you very much! During the planning period, we had a lot of trial and error especially when it came to deciding on how the player should control Gretchen and Heinrich.
Regarding the story and theme, we had aimed to create something that could be recognized worldwide and yet something that has not come up frequently in other games.
For the overall mood and atmosphere of the game, it was challenging to express the reality of that specific time period. If we faithfully designed the game to match that era, it will look very dark and simple. However, if we made the game look very fantasy like, the backbone of the scenario will have lost its meaning. So we reproduced the backdrop of that period and changed its look to make it seem like the witches altered the environment.
For the soundtrack, it was very important to express the game’s overall tone. So once we saw a prototype of the game, we thought a very grand soundtrack, often heard in Hollywood movies, would be fitting.

Verderindae spreads her wings.

The attention to detail is extensive…dynamic collision, destructible environments, weather and terrain FX… What’s unique or different in terms of the engine and tech?
Our lighting subroutines allow for more interactive shadows and tone mapping. Also, there’s highly detailed character rendering for full articulation of facial and finger animation in the cinematics. For the visual effects, we’ve implemented of point sprite particles, soft particles, emissive, projection (decal) and normal maps. In all, we think these details will blow away players.

There aren’t nearly enough games featuring witches. What kind of research did you do in fleshing out the various spells and storyline?
We actually decided to use witches as the theme because we also felt there weren’t enough games that prominently featured them. To bring more depth to the story, we read up on witch hunts that took place in Europe. Once we had a firm grasp on the subject, we were able to write the game’s storyline which also offers a different perspective on witch hunts.

You can say that again. Looking at screens since the announcement it seems like Heinrich and Gretchen have undergone some visual fine-tuning. Was it a challenge to get their looks just right?
We continuously adjusted and fine-tuned the visuals up until the last moment to get as close as possible to how we wanted it.

Other than the one scenario when they split, did you consider making Gretchen selectable/playable throughout?
We did consider making Gretchen a main playable character. However as an action-oriented game, we concluded that Heinrich should be the main playable character so players can experience his destructive physical attacks.

Is it just a coincidence that NBG released two new original games in which the female is carried by the male lead?
It‘s a coincidence. We knew and expected that there were some games in development which also contained two characters. However, the experience and sense of simultaneously controlling two characters in Knights Contract is a unique element which differentiates it from other titles, so we weren’t really concerned about this issue.

Did you begin development then find a publisher for Knights Contract or was the game made especially for Namco Bandai?
We’ve developed this title especially for NAMCO BANDAI Games.

The game has an exceptional soundtrack; what can you tell us about it?
I believe the sound/OST is an essential element in movies and video games. We used a live orchestra to add an extra level of intensity and depth to the game play. I really appreciate all the hard work that was put forth by the composer and the sound crew. They did a great job and we hope players will enjoy listening to it.

Love the bosses too. That Trendula is a BIG witch! Is she (it) the biggest boss GR has created to date? How did you come up with the seven witches?
We referenced existing witch folklore when creating the game concept for the witches and their powers.
For instance, legend has it that Trendula was a daughter of giants who killed her older sister and locked herself in the Fortress Trendenburg. In the end, she was killed by lightning. In the game we gave her an extraordinarily ‘giant’ appearance, she emerges at the Fortress Trendenburg, and uses ‘lightning’ witchcraft.

Is the Anima del Monde or Homunculus based on any actual lore?

To some degree. The Anima del Monde can be found in magic references. Also, Homunculus can be found in alchemy-related references. The process of creating the Homunculus is written in ‘De Natura Rerum’ by Paracelsus (Renaissance alchemist), and in the game Paracelsus is noted as a master of Minukelsus.

Awesome. I guess that answers my question regarding whether Walpurgis Night Was derived from the holiday, the Festival or German Metal band Stormwitch’s debut album…
Yes, it’s derived from the actual festival which is celebrated in Central and Northern Europe.

Let’s do it!
I don’t think so…(laughs).

This interview was conducted prior to the recent tragic events in Japan. Our hearts go out to everyone at GR and throughout Japan.

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One Comment

  1. xino says:

    why are you publishing this interview now?
    the game was out ages ago and people wouldn’t care for this.

    Anyway, the game was so disappointing!
    I know it did not do well in sales because it was so generic and poorly delivered.

    when I first heard of the game as one media called it Bayonetta+GOW, I was excited.

    The more gameplay I saw of the game, the less I got interested.

    The graphics is not the problem, problem is presentation.

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