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Syberia II: AVault interview with Benoît Sokal


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...We’re implementing dynamic graphics and lighting details such as reflections in glass, ice textures, and uniform fabric and decals; real time snowfall and footstep marks; dynamic lighting and shadows; animated fog; and better in-game animation.

 

...One thing that was greatly appreciated in Syberia was the music. We have to live up to the challenge of achieving the same quality with the new score. We will. Our sound and music engineer paid attention to the different environments in Syberia II, and made sure he kept true to the spirit of the first game while adapting the compositions to the new sets. This time, it’ll have more of a Tzigan touch; it’ll be a little bit more folkloric.

 

...We never said Syberia was more of a story than a game. We said before being a game, Syberia was a story. The quality of the storyline is what makes a good adventure game, so we worked really hard to write a deep narrative, to design strong and credible characters, and to create beautiful environments, because we wanted to make sure players would dive into the plot and get hooked. Syberia has always been designed to be a game with a good story as its backbone.

 

Full interview, The Adrenaline Vault

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