The Unbeatable Developers Talk About Environmental Design, 1950s Aesthetics, and Beyond

The Unbeatable Developers Talk About Environmental Design, 1950s Aesthetics, and Beyond

In a captivating Game Rant interview, The Invincible developers delve into the mesmerizing environmental design and charming 1950s aesthetic of Regis III, the game's stellar planetary setting in space

The Invincible is an adventure game set on the perilous planet of Regis III, where Astrobiologist Yasna finds herself after crashing. Developed by Starward Industries, the game offers players a story-driven experience based on the novel of the same name by Polish writer Stanisław Lem. Utilizing retro-futuristic technology, players can explore and uncover the mysteries of Regis III while searching for their missing crewmates. The choices and decisions players make will impact the gameplay and story, raising questions about the nature and limitations of humanity.

Our website recently interviewed various members of the Starward Industries team, including narrative designer/writer Magdalena Kucenty, hard surface artist Piotr Mierzwa, art director Wojciech Ostrycharz, writer Olga Piech, and environment artist Sebastian Spłuszka. They discussed The Invincible's setting of Regis III, its environmental design, and provided insight into the game's world and narrative. The following transcript has been edited for clarity and conciseness.

Q: How has the theme of evolution been incorporated into The Invincible's storyline?

Piech: The novel and the game both explore the concept of evolution quite literally. Through the game, we delve into the phenomenon of evolution, analyzing, understanding, and offering commentary on it. Our decisions in the game are influenced by how we choose to respond to this process. On a psychological level, our character undergoes changes as Regis III impacts our growth.

The Unbeatable Developers Talk About Environmental Design, 1950s Aesthetics, and Beyond

Q: How far into the future does The Invincible sit when considering progress in humanity’s space exploration so far?

Q: How familiar do players need to be with Lem's novel and its themes in order to comprehend the game?

Piech: Players aren't required to have prior knowledge of the book. However, we would be delighted if they choose to delve into its pages after experiencing our game, and perhaps even replay it. Our goal is to introduce as many people as possible to the genius of Lem. And for those who already appreciate his work, they will surely relish the intricately woven nuances concealed within the Easter eggs.

Q: What types of ethical and philosophical challenges await players in The Invincible?

Kucenty: This game poses thought-provoking questions regarding various aspects of life such as the essence of life itself, the boundaries of knowledge, human rights, and our responsibilities. Additionally, players can interpret the game's themes that promote peace and oppose militarism.

Q: Regarding Lem's works, they often incorporate complex philosophical ideas and concepts that might prove challenging for the average player to grasp. Have you simplified any of these concepts or how have you made Lem's ideas relatable to both him, this game, and the players?

Kucenty: It's fantastic news that you managed to present Lem's concepts in a way that is both easy to understand and thought-provoking. The utilization of a dialogue-focused approach appears to have been highly effective in creating an inspiring and captivating narrative within the game, as attested by players who have experienced the demo. Striking a delicate balance between accessibility and preserving the depth and intricacy of the concepts is crucial.

The Unbeatable Developers Talk About Environmental Design, 1950s Aesthetics, and Beyond

Are the multiple endings in The Invincible connected to, related to, or "change" the events of Lem's novel or how it is perceived?

Kucenty: Within the game, there are a total of 11 endings. Some of these are directly taken from the book, while others are our own narrative solutions that closely align with the story's progression, gameplay, and depend on the choices made by the player.

Q: Can you clarify the meaning of the phrase "Per aspera ad astra"?

Piech: Are you asking about the line in our trailer? This statement should be understood within the game's context, with a touch of irony and a hint of bitterness. It appears that many individuals hold the belief that they are unstoppable, that they will triumph over all obstacles and achieve glory. In The Invincible, Lem sees things differently. He believes that acknowledging our position in the vast universe, alongside other beings, is what truly defines our humanity and grants us a unique "advantage".

Ostrycharz: We extensively researched the descriptions of atompunk technology in The Invincible novel, prioritizing Stanisław Lem's vision as our main perspective. Additionally, we drew inspiration from acclaimed artists such as Stalenhag, Chriss Foss, and Syd Mead, as well as classic science fiction works. Our analysis also encompassed the creations of interior designers from the past, such as Galina Balashova, as well as machinery from the 1950s.

Q: How would you describe the setting of planet Regis III in The Invincible and the level of exploration available to players?

Spłuszka: Regis III offers diverse locations and biomes, each with unique stylizations and color palettes. Players will encounter open areas where they can freely navigate on foot or by vehicle, as well as narrow passages through towering stone formations and dark caves. While The Invincible prioritizes narrative-based gameplay and not an open world, players will still find a wealth of intriguing places to explore and avoid boredom.

A: We drew inspiration from both real planets and fictional works while designing the environmental aspects of Regis III. Our research included studying descriptions and photos of different planets, as well as academic textbooks on the cosmos, to gain a scientific understanding of the universe. This knowledge was essential in creating unique weather conditions on Regis III. Additionally, we extensively analyzed descriptions of alien worlds found in science fiction literature. This passion for reading and comparing ideas transformed our studio into a haven for enthusiasts. [laughs]

What are the essential astro-equipment and tools used by players to explore and analyze planet Regis III, including the functioning of the detector and interactive map tablets showcased in the demo?

Ostrycharz has previously discussed the tracker and lunette. The detector allows players to locate metallic components, while the map aids in navigation across various areas of Regis III. However, similar to real life, players must discover these locations on their own before they are displayed on the map.

Mierzwa: The rover can be a valuable asset when you don't feel like walking a long distance or if you simply enjoy the security and enjoyment of driving a vehicle. It enables you to navigate through wider areas, although it may not always be feasible for travel. Regis III boasts numerous narrow pathways and secluded zones that can only be explored on foot, enhancing the overall sense of danger.

Q: Can you provide more information on the types of robots, creatures, or species that players can encounter while exploring the planet?

Mierzwa: Throughout your scientific mission on Regis III, you will come across a variety of robot companions, including a flying probe, an arctan, and an androbot. Additionally, there will be a robot equipped with antimatter power that you will encounter. Aside from these atompunk machines, you will also interact with other individuals. This includes not only your crew from the Interplanetary Commonwealth, but also representatives from a rival space faction known as the Cosmosolidary Alliance. The tension between these two factions will contribute to the overarching sense of threat. However, as a player, you will have the opportunity to shape relations between Yasna and these strangers. As for other species...well, you'll have to discover them within the game itself.

Q: It is uncommon for a science fiction title to prioritize Hard Sci-Fi, which adheres to real scientific principles, rather than the more imaginative Soft Sci-fi. What limitations did you impose on yourselves when crafting the tools, puzzles, and environments in The Invincible?

Ostrycharz: Right from the start, our focus was on crafting realistic technological designs from the previous century. We extensively researched NASA materials, engineer blueprints, and academic textbooks to ensure accuracy. Soft sci-fi offers more creative freedom for world-building, making the design process somewhat easier. However, we were bound by the requirement of scientific evidence for every aspect. Additionally, we couldn't create a sci-fi device without thorough analysis of technology designs from the 1950s.

Spłuszka: Unreal Engine has greatly enhanced the development of the game's visuals through several key features. Firstly, we were impressed with its ability to seamlessly integrate animations with Blueprints, streamlining the process. Additionally, the UE4 Materials system proved invaluable in efficiently creating the desired atompunk technologies and Regis III locations. Furthermore, the comprehensive physics-based rendering greatly contributed to achieving realistic stone and metal surfaces.

The Invincible's retro-futuristic, atom-punk art style contrasted with Starfield's 'Nasa-punk' approach is striking. While Starfield represents a future world rich in cyber technologies, The Invincible transports you to a future envisioned in the 1960s. In this world, machines are powered by atomic energy, analog devices are prevalent, and robot companions abound. Digital technology is noticeably absent. What sets The Invincible apart is the tactile nature of its technology. Interacting with knobs, buttons, and levers is integral to making things work, amplifying the immersive experience and allowing players to truly embrace the role of an astroscientist on an exploratory mission.

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The Unbeatable Developers Talk About Environmental Design, 1950s Aesthetics, and Beyond

The Invincible

The Invincible is an immersive adventure game, inspired by the captivating hard sci-fi literature of Stanislaw Lem. Take on the role of Yasna and embark on a thrilling journey through the mysterious world of Regis III. Utilize various tools to uncover the whereabouts of your lost crew and confront unexpected dangers along the way.

Platforms: PC, PS5, Xbox Series X, Xbox Series S

Release Date: November 6, 2023

Developer: Starward Industries

Publisher: 11 Bit Studios

Editor's P/S

As a Gen Z fan, I am excited about the release of The Invincible. The game's environmental design is mesmerizing, and I love the 1950s aesthetic. I appreciate how the developers have incorporated the theme of evolution into the storyline and how they have made Lem's complex philosophical ideas relatable to players.

I think that The Invincible will be a thought-provoking and challenging game that will stay with me long after I finish it. I can't wait to explore Regis III and discover all of its secrets!