July 12th, 2024
Cut to Bits had an incredible experience with our booth in the Indie Game Zone at this year's Comiccon in Montreal. We had a great time connecting with gamers and fellow developers, showcasing our Venture to the Vile.
Our wonderful Producer, Akané, was interviewed about Venture to the Vile. You can watch the interview in French here. Alternatively, read on for the English version below!
Interviewer: So, we're here with Akané, who is going to talk to us about her game. We'll start with a brief introduction to your game in 10 seconds.
Akané: It's a 2.5D Metroidvania, set in fictional Victorian era England. The protagonist’s village has been plagued by this substance called “The Vile”, corrupting animals and humans. He goes on an adventure to find a cure, and his best friend who had disappeared, during which he absorb smonsters' powers and becomes a monster himself.
Interviewer: Concise and quick, I like that, congratulations. So, I obviously watched the trailers. Actually, I discovered the game before even knowing it was coming here, because I was very impressed and very happy to be with you right now. I'd like to know more about your inspirations because the look and the idea are very intriguing.
Akané: Yes, firstly, one major inspiration is Tim Burton, and also "Over the Garden Wall". When we look at the masks of the characters… we've often been asked why they wear masks, it's just part of the universe. But if you've seen photos of Victorian Halloween costumes with those really creepy animal masks, there’s a bit of that too.
Interviewer: Alright, lots of horror inspiration, very cute, very dark, very somber, but mainly from Tim Burton and "Over the Garden Wall." Those are very good references, I'm a big fan of Tim Burton myself. "Over the Garden Wall," not many people know about it, it's cool if you do. But I'd like to know a bit more about your main character, what's their story? If you can reveal a bit.
Akané: So, the main character's childhood is revealed in the prologue. He's a small boy who was physically weak, had health issues, and was bullied by his peers for that, which broke his deer mask’s antler. He's a very touching, gentle, kind character who wants to help and save people. In this context, he goes out to the woods with his best friend to catch rats - it’s a very peculiar Victorian setting - and while he’s out with his friend, a bridge collapses, and he falls. He's in a coma for a month, and when he wakes up, he returns to his village, finding it completely overrun by a substance called "the Vile". He realizes that all the animals have become monsters, and some humans too. His best friend has disappeared. This is the context in which our hero finds himself. He wakes up, searching for his friend, who disappeared a month ago, just like he did. He discovers that everyone was affected except him. In fact, he absorbed powers from some of the monsters he encountered, starting with an arm that becomes a sword. As the game progresses, he meets bosses, absorbs more powers, and gains abilities to explore new areas and try to remedy the situation. He's a very gentle character who wants to help others despite his own health issues. So, he didn't start as a super character with lots of power and strength, but gradually, he acquires these powers. It's very interesting.
Interviewer: I have so many questions popping up in my mind, one after another. Okay, it's a lot of information, but throughout the game, the character evolves due to "the Vile." I'd like to know, I imagine it offers the player different gameplay mechanics. What would you say is your favorite part that captivated you the most in the game?
Akané: The most fun part is one of the big bosses we have, the Kraken. When you defeat it, your arm turns into tentacles. As a player, this allows for a lot of vertical exploration, accessing areas that were previously unreachable. It adds a lot of gameplay diversity and potential. So, that's my favorite boss; the design is incredible. After that, the game changes significantly. It really makes you want to discover all the character's possibilities.
Interviewer: You mentioned that the character is gentle and wants to help others. I imagine there are many impactful moments in the narrative. How did you think about the impact you wanted to have, and what was your goal with this game?
Akané: The main idea is seeing how "the Vile" transforms people, animals, and the environment. As the hero, you want things to go back to how they were before. Throughout the story, you see how different people have experienced this tragedy and crisis in different ways. The question arises: should we remain the same, or should we evolve with the changes? It's about facing changes, whether positively or negatively, depending on our values, experiences, and hopes. It’s about how we deal with changes in our environment, life, social changes, and the choices we make to accept the new person we become.
Interviewer: Does the player’s choices influence the story’s outcome? Are there multiple possible endings, or does it change how the story unfolds?
Akané: The main story is quite linear, but there are different endings. In the final part, there's a choice that significantly influences the outcome. It's really about how you face the changes and what you choose. There are also secret endings that depend on the player's level of exploration. How much they explore side quests, characters, and stories will affect what they discover.
Interviewer: Why did you decide to make a Metroidvania? What drew you to this genre?
Akané: The creative team loves the genre. We started with that, but we didn’t want just any Metroidvania. It's a popular genre that has remained so for decades, but we wanted a Metroidvania accessible to those who aren’t very good at them. For players like me, who aren’t necessarily skilled or experienced in Metroidvania but still want to try a platformer. We aimed to balance a narrative game with combat, exploration potential, and a platformer in a classic genre, making it accessible to new players as well.
Interviewer: I'm glad you said that because I'm also a newbie in Metroidvania but love narrative games. I enjoyed Hollow Knight despite its difficulty. What advice would you give to new developers working on their first game?
Akané: For new developers, my advice is to start simple. We released a complex, rich game that took many years to make. It was wonderful and challenging. There were many unexpected difficulties. It's a learning experience. So, for a first game, start with something manageable, knowing that everyone is a beginner. It’s essential to complete a project realistically. It may not sound exciting, but it's practical advice.
Interviewer: I think that’s perfect and helpful. Finally, where can we find your game and support you?
Akané: Our game is available on Steam. We released it a month and a half ago. We also have a demo for those who want to try it out. It's the prologue to introduce the universe. The full game is on Steam, and we’re preparing for a PlayStation release soon.
Interviewer: Thank you so much. I hope you have a great Comiccon. I think I'll try the game tomorrow. Have a great day!
Akané: Thank you very much. It's been a pleasure.