Flintlock: The Siege of Dawn Dev Talks Making a More Approachable ‘Soulslike’ Game

Flintlock: The Siege of Dawn Dev Talks Making a More Approachable 'Soulslike' Game

I, Dasan Aghaie, have had the privilege of being a part of the development team behind the highly anticipated Action-RPG, Flintlock: The Siege of Dawn. With a background in game design and a passion for creating immersive worlds, I’ve spent countless hours pouring my heart and soul into bringing our unique vision to life.


With its distinct fusion of literature-inspired elements and an intriguing combination of firearms and sorcery, Flintlock: The Siege of Dawn promises to be a captivating choice for enthusiasts of Soulslike games. Set to launch on July 18, A44’s latest creation aims to leave a lasting impression by providing an alternative take on the typical action role-playing game experience.

In an exclusive conversation with Game Rant, Simon Dasan, the creative director behind “Flintlock: The Siege of Dawn,” discussed the sources of inspiration and impacts shaping the game’s creation. (The interview below has been modified for improved understanding and succinctness.)

The Fantasy in Flintlock

Q: How did the idea for Flintlock: Siege of Dawn first come about?

Dasan: In the initial stages of development, we faced an abundance of ideas and possibilities. Among them was this captivating genre of literature that some team members were deeply engrossed in – flintlock fantasy. These stories set in these worlds had us hooked, and we believed they would make a fantastic backdrop for a new game. Thus, “Flintlock” was born from our enthusiasm. (If you’re curious about flintlock fantasy, give the “Powder Mage” series a try!)

Flintlock: The Siege of Dawn Dev Talks Making a More Approachable 'Soulslike' Game

A: I’m so glad you asked about the genesis of “Flintlock Fantasy” being chosen as the core element in “Flintlock: Siege of Dawn.” The team carefully weighed various creative directions, but this particular fantasy concept resonated most deeply with all of us. Its unique blend of steampunk and magic really captured our imaginations and set the stage for an exciting and original storyline.

Dasan: During the planning stages of Flintlock, we explored various options for the game’s direction. However, our fascination with the rough and tumble settings of Flintlock Fantasy novels deeply influenced our decision. The captivating clash between Napoleonic armies and mythical, monolithic deities resonated strongly with us. Consequently, we crafted a unique world for our game and sought guidance from a few esteemed Flintlock Fantasy authors during development.

The place appeared ideal for hosting a game, boasting a unique and captivating character seldom found elsewhere.

Shooting for a Unique Souls-lite Feel

Q: Why did the team decide to develop this as a Souls-lite versus a full-blown Soulslike game?

At the final stage of creating our initial game, “Ashen,” we pondered over our future direction in the genre. The idea of making the Souls series’ experience more accessible to a wider audience appealed to us. By merging traditional Souls mechanics and systems into an easier-to-grasp Action Role-Playing Game, we began using the term “Souls-lite.”

Q: What are the defining elements that separate this Souls-lite game from Soulslikes?

Dasan: To infuse an Action-RPG feel into our ‘lite’ mechanics, we drew inspiration from various sources. We incorporated cinematic moments such as critical hits and disrobing enemies. Additionally, we allowed the use of powerful god magics or Witherings to annihilate vast numbers of undead foes. Our focus was on enhancing the experience without diluting the challenging combat rhythm that is synonymous with the Souls series.

An alternate approach we took in examining this concept was discarding the endurance mechanism typical of demanding “Souls” series titles. Our objective was to enable greater mobility for the player, and Nor’s nimble evasion moves such as rolling, powder jumping, or gaining height on adversaries played a crucial role in creating a distinct gaming experience. Additionally, this design choice expanded the range of possibilities for players during each confrontation.

A: With the rising trend of games influenced by the Souls series, how did this impact your perspective and decisions while creating and refining Flintlock?

As a gamer, I’m always excited when there’s more competition in the gaming industry because it pushes developers to create new and innovative experiences. But for us at Flintlock, we had a clear vision from the start. We wanted to develop an Action-RPG with a Souls-lite feel set in a unique “Guns vs Gods” world. Our commitment to delivering a richly detailed world and providing players with greater freedom to traverse it and overcome its challenges sets us apart from other titles in this genre.

We believe we have a distinct proposition within the genre with Flintlock. While games such as Elden Ring and its expansions cater to hardcore gamers with their difficult challenges, Flintlock provides an engaging and potentially more approachable option for some players. However, rest assured that for those seeking a greater challenge, Flintlock also delivers on that front.

The Nuts and Bolts

A: In what way did Ashen influence the creation of Flintlock for you? Were there specific teachings or aspects you wished to adopt or depart from?

Although it may not appear so at first glance, we learned valuable insights from “Ashen” and made significant improvements on various aspects of the game. For instance, the central hub for players to enhance their characters in “Ashen,” represented by the town of Vagrant’s Rest, has been transformed into a traveling Caravan that expands as you rebuild your sapper army in “Flintlock.”

We also gained valuable knowledge about combat during our learning process, and have significantly improved the ability set in Flintlock, making it quicker and more interactive for players to explore.

Flintlock: The Siege of Dawn Dev Talks Making a More Approachable 'Soulslike' Game

A: Were there any ideas or features that were initially planned for the next release but got dropped during the development process?

As a dedicated fan, I’ve come to understand that during the development of a game, various elements undergo constant change. Many ideas are explored in their rudimentary stages but don’t survive the cut. For instance, we experimented with certain enemies and Enki’s ultimate magical abilities (witherings), some of which didn’t progress beyond the initial prototype phase. However, it’s not always easy to decide which elements should be discarded, as it depends on factors like power balances within the game, overall enjoyment, and the time required to refine unfinished features. Making these tough decisions is never simple, but ultimately, they help shape the final product into a more enjoyable and efficient gaming experience for players.

Q: What was it like working with Unreal Engine’s MetaHuman Tool?

As a gamer and member of the Kian world-building team, I can tell you firsthand how crucial it was for us to convey the emotions of our story’s pivotal moments through our characters. Flintlock’s immersive narrative and cinematic scenes demanded a high level of detail and authenticity. With Metahuman’s assistance, we were able to accomplish this feat despite being a small team.>

A: On the first day, Flintlock will be accessible through Xbox Game Pass. What are some benefits of releasing on this platform instead?

I’ve been thrilled with our long-standing bond with Xbox, and it’s been an absolute joy to carry on this connection through having Flintlock on Game Pass! It’s incredible to reach such a vast audience from the get-go, knowing that we develop games for the pleasure of others. We sincerely hope that many Game Pass subscribers will give our game a try, even if it falls outside their typical genre preferences.

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2024-07-16 20:05