The game Cralon is a solo, indie dungeon-exploration title created by partners Jennifer and Björn Pankratz from Pithead Studio. These developers have a background in creating games such as Elex, Gothic, and Risen, prior to Piranha Bytes’ shutdown. In this narrative, you play as Cralon who, after pursuing a malevolent demon and falling into an ancient mine shaft, must now navigate his way back to the surface. Along your journey, you will meet both allies and adversaries while traversing diverse environments, all the while battling to stay alive.
During a conversation with Game Rant, Pithead Studio shared insights about the combat, exploration, and narrative elements that gamers can anticipate when they initially dive into their upcoming dungeon-delving game. (For the sake of clarity and conciseness, this transcript has been slightly rephrased.)
Pithead Studio’s Approach to Storytelling and Exploration in Cralon
Q: What about Cralon drew you to the idea of developing this game?
A: This concept has been around for quite some time now. We both have a keen interest in playing 3D dungeon-crawler games, and we’ve always been excited about titles like Arx Fatalis or Ultima Underworld. Unlike more contemporary games, the role-playing aspect, combined with quests and exploration, took center stage in these older titles. So, we felt it would be an excellent idea to develop a similar game as an independent title.
Could you share some insights on how you’re using your experience from Piranha Bytes in your current role at Cralon?
Initially, we’re big fans of traditional role-playing games, such as Dungeons and Dragons. The spirit of these pen-and-paper games has often influenced our creations. We pondered over ways to incorporate time-tested mechanisms, like a dialog system with multiple options, a journal, or even a map in Unreal Engine 5. Cralon bears resemblance to our earlier games in terms of content, but it sports a fresh, modern, and streamlined appearance.
Q: In general, what can you tell us about the storytelling approach to Cralon?
In your quest to vanquish a demon, you’ve accidentally tumbled into an ancient mine shaft, finding yourself ensnared in the pitch-black depths. Throughout your journey, as you scramble for a means of escape, you’ll encounter various creatures – some friendly, others hostile. You’re given the option to aid them, engage in dialogue (fully voiced), forge alliances, complete tasks and riddles, and make crucial decisions. We’re excited about the concept that your choices within the game have repercussions, as players tend to play more thoughtfully when they understand their actions will influence the game’s reaction. Furthermore, there’s a wealth of exploration to be had, including letters, books, and backstory details. You may even discover hidden treasures concealed within examinable objects.>
A: Could you share some insights about your strategy for designing the old mine’s layout? What are the goals for its tone and ambiance in particular?
In our design, each stage will have a unique theme and appearance. The stages will feature expansive hubs to delve into, as well as diverse mine inhabitants with their own individual backstories and predicaments. Each level within the mine will be ruled by its own dominant faction. This is why we often refer to the game as an “Arx Fatalis”-like title, but with a more contemporary twist and an indie spin. The setting is based on an ancient mine, much like those commonly found in our local region, the Ruhr area. However, due to the fantasy element, certain areas may differ thematically. It contains elements of adventure similar to “Indiana Jones,” but also incorporates dark, eerie aspects to keep players engaged.
Cralon’s Protagonist and Approach to Combat
A: Could you provide some information about the main character in Cralon’s story? Is this character well-rounded and expressive, or do they mostly remain quiet and less developed?
In the course of your adventure, you’ll get to know Cralon thoroughly as we delve into his history, driving forces, and backstory. These insights will significantly contribute to the core narrative.
Who or what is Cralon’s main character pursuing, and what can we learn about the larger setting of the story, specifically the nature of demons as depicted in Cralon’s work?
The demon is a wicked, gigantic being with glowing red eyes and large wings, causing fear among the residents of a nearby village. You are welcome to examine our illustration for a better understanding. Other menacing creatures you may encounter in the mine shaft share this red-eyed trait, and it’s up to you to discover why and unravel the mystery surrounding the dungeon’s secret.
Q: Does magic play any role in the setting, and if so, do players have access to it?
A: We’re not sticking to our regular routine; instead, it seems we’re concocting a variety of weapons such as fireballs or poisons, along with peculiar occurrences and riddles. However, these elements will be integrated into the narrative itself.
A: Could you provide some insights into the role-playing game (RPG) aspects found within Cralon? Specifically, does it have a conventional leveling system for characters, and could you elaborate on how character advancement is structured in this game?
B: You can expect Role Playing Game (RPG) features like Experience Points (XP), an inventory, and crafting in our game, however, the specifics of how these elements work are still under development, so we’ll share more information about them at a later time.
Q: Can you talk about your approach to side quest design and how they are provided to the player?
Besides non-essential storyline missions, there are additional discoveries such as letters, clues, events, items, and riddles hidden within the dungeon. These findings could lead to new quests or serve as puzzle pieces, but you’re free to explore them or ignore them as you wish.
A: How would you describe your strategy for combats, and what aspects do you emphasize while creating battles within the confined area of a dungeon?
The fight will be a genuine real-time brawl, featuring both close and long-range weapons. Drawing inspiration from the first-person combat in Skyrim, this is a game played from your perspective. The enemies will have multiple ways to defend themselves, but if you prefer avoiding conflict, there’s also an option for stealth. When you squat down, a visual indicator (similar to the game Thief) will show whether or not you are being observed.
To enthusiasts of Elex, Gothic, and Risen, let me share some intriguing insights about Cralon that I believe will pique your interest:
Firstly, Cralon is a captivating world that promises the same immersive, story-driven experience you’ve come to expect from these beloved franchises. The game’s creators have taken great care to craft an intricate and rich universe, filled with diverse characters, challenging quests, and engaging lore.
In Cralon, you’ll find a world that’s both familiar and unique, drawing inspiration from the best elements of fantasy and science fiction. It’s a place where magic and technology coexist, offering endless possibilities for exploration and discovery. So, gear up for an adventure like no other, as you delve deep into the mysteries of Cralon!
To begin with, we appreciate your continued interest and dedication, to those who have been with us throughout our journey. It hasn’t always been a smooth ride, but our fervor for crafting captivating computer games remains undeterred, and we have an abundance of fresh concepts brewing. Our upcoming title, Cralon, is set to offer something novel. Unlike our previous games, it won’t feature a vast, open, free-roaming game world. Instead, it will be an open tube game, with hubs that can be freely explored, with a greater emphasis on exploration, adventure, and RPG elements such as item inspection. Familiar elements from us will be present, but in their purest form. The interface will primarily remain uncluttered, with only essential indicators appearing when necessary. The player character won’t be constantly guided, allowing for more freedom in gameplay. It will be more condensed, more direct, and denser. Our goal is to provide a playing time within the low double-digit range and above all, deliver a coherent, immersive gaming experience. If you’re a fan of dungeon-crawlers like Arx Fatalis or Ultima Underworld, make sure to keep an eye on it.
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2025-03-13 23:16