Warhammer 40,000: Inquisitor - Martyr Interview
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There's a new interview with Neocore Games' Viktor Juhász and Zoltán Pozsonyi up on GamingBolt, where the lead narrative designer and producer talk at length about their forthcoming multi-platform action RPG, Warhammer 40,000: Inquisitor - Martyr. A sampling, as usual:
Can you tell us a bit about the story of Warhammer 40,000: Inquisitor Martyr?
Viktor Juhász: Inquisitor Martyr tells a classic haunted ship-scenario with some twists. First of all, it's set on an ancient spaceship-monastery floating among the stars, which hides something terrible. Secondly, you are an Inquisitor, just as fearsome as the monsters lurking in the empty halls. So the claustrophobic horror story turns into an action-packed, visceral action RPG. It's all about a mystery with deep roots in the past of the Inquisition about a terrible discovery and the price one must pay to make the right decision in such a grim universe.
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Warhammer 40,000: Inquisitor Martyr will be heading to the PS4 and Xbox One alongside PC and Mac when it launches next year. What challenges did you face in developing for consoles and what prompted the decision to go beyond the PC for this release?
Viktor Juhász: Consoles have always been on our radar, as you might have heard The Incredible Adventures of Van Helsing trilogy is also coming to Xbox One and PlayStation 4. The new console generation's architecture is very similar to the PCs and the machines are also powerful enough, so our biggest challenge is to make the controls feel just as intuitive with controllers, as it is with a keyboard and mouse setup.
In both the PC and console versions we wanted to find the balance between being faithful to the lore and to the requirements of a great ARPG. We had to overcome some serious technological challenges when we decided to revamp the engine. We still have a long way to go, like the creation of the persistent open world.