R.A.W.: Realms of Ancient War Interview
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Strategy Informer: How did R.A.W come about and what were its inspirations? Are we anywhere near the mark in describing it as a potential cross between Diablo and Lara Croft and The Guardian Of Light?
Wizarbox: At first, we wanted to do a kind of game that we knew we would be good at. We have always focused on making things without overpromising. It's our service provider culture. When we started the game, we tried to find a balance between our inspirations, the budget range and what our technology would support to pick a type of game in which we can deliver.
So, inspirations are as broad as the inspirations you can get when you tell yourself: (let's make a hack & slash on consoles). Of course Diablo is the reference, but we tried to have a more action oriented approach, as on consoles you have a direct control of the character. That's where titles like Guardian of Light, but others too like Crimson Alliance or even Dead Nation can give a couple of good ideas. But the heart of the game comes from internal ideas.
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Strategy Informer: We understand there will be three playable classes, The Warrior, The Sorcerer, and the Rogue. Can you tell us a little bit more about the differences between these classes?
Wizarbox: The warrior is a slow walking tank, he's going in the frontlines and takes advantages when he is lowlife. His gameplay is a lot about living on the edge. The wizard is a frail character. He has very powerful spells and you must play wisely to avoid being surrounded.
The rogue is the jack of all trade. She can play close combats and strike powerful blows, but she can easily be killed. That's why you have to choose when it's better for you to stay away from the enemies and kill them with your bow, or take the risk to go and play close combat.