Immortals of Aveum is an upcoming first-person shooter game being developed by a team of experienced developers who have previously worked on popular titles such as Call of Duty, BioShock, and Halo. The game aims to fill a gap in the market that has been largely overlooked since the release of games like Hexen. In Immortals of Aveum, players take on the role of Jak, a Triarch who possesses the ability to wield three different forms of magic. The game is set in a world called Everwar, where nations are locked in a fierce battle for control over magic. By the time Jak enters the scene, the war has reduced to two remaining nations: Lucium and Rasharn.
Rasharn is ruled by Sandrakk, a Tyrant who seeks to reshape the world according to his own vision. He is aided by a mysterious and powerful magic user known only as The Hand. In order to confront Sandrakk and The Hand, Jak must first overcome the armies of Rasharn and their formidable group of warriors known as Magni - The Order of Masks. In a recent interview with Game Rant, senior art director Dave Bogan and lead combat designer Jason Warnke discussed these antagonists. The following transcript has been condensed and edited for clarity.
Sandrakk's armor underwent an extensive design process, and we faced numerous challenges in creating a design that satisfied us. Initially, we collaborated with freelance concept artists in Ukraine to explore different ideas. For me, the main source of inspiration for Sandrakk and his armor was my father's 1986 Yamaha Virago motorcycle. I was particularly drawn to its striking chrome elements, as well as the high gloss black and mahogany color of the gas tank, which was further enhanced by delicate golden pinstripes.
The Lucian faction was envisioned to have a utilitarian and gritty aesthetic, devoid of any unnecessary embellishments. On the other hand, for the Rasharnians, we aimed for a more elegant and sophisticated look, akin to that of an armored peacock. The concept of the motorbike designs initiated the creative process, eventually leading to the development of chromatic flame armor, which was quite unconventional. During the revision phase, one of our character artists, who also served as a concept artist, took the helm and meticulously refined the design over the course of a few weeks.
Although I personally haven't seen the final outcome, it can be best described as a fusion of medieval armor from the old world with a futuristic twist and simplified shapes, reminiscent of the iconic Rolls-Royce grille featured on Sandrakk's face.
One remarkable feature of Sandrakk and The Hand's armor is that they belong to an exclusive faction called the Order of the Masks, which is known for its iridescent quality. The armor exhibits a mesmerizing oily sheen with a rainbow-colored effect, adding a captivating touch. Right from the beginning, the intention was to create characters from the Order of the Masks with intricate detailing, exuding sophistication and an aura of elegance, resembling lethal and majestic peacocks.
Touching on some of the gameplay elements, I recall that Sandrakk used to have a completely green appearance. During the early discussions with Dave, myself, and others like Brett, we focused on developing our systems to emphasize the importance of silhouette and color choices. These indicators suggest the character's strengths, allowing players to counter them using a Simon Says-esque style of gameplay. For example, when I see blue, I am inclined to use Blue.
However, we are not strictly limited to these color associations. Ultimately, you can choose whichever colors you prefer and adapt your strategy accordingly. Nevertheless, the color choices serve as helpful cues, informing you that blue is adept at sniping.
Sandrakk, the character you may have seen during the playtest, is easily identifiable by her blue appearance. This indicates that she will utilize blue abilities, such as attacking with blue rails and performing various actions associated with the color blue. It is worth mentioning that Sandrakk initially started as a green character before transforming into a full-fledged Triarch, which adds an interesting aspect to her background.
Bogan agrees, stating that Jak required someone of equal skill to compete against.
Bogan: Indeed, I agree. While Jak's confidence and wit are unmatched, I must admit that The Hand's mask is one of my personal favorites. Among the numerous concept sketches that we create, this particular design caught my attention. Upon reflection, I have come to realize the reason for my fondness towards it. During my childhood, I used to watch a Japanese cartoon called Starvengers, which revolved around the theme of colossal robotic beings.
The Order of Masks is a rival faction to the Order of Immortals. While the Immortals fight for the good side against the Rasharnian army, the Masks serve as the elite forces for the enemy. The ongoing Everwar has witnessed the evolution of war tactics over millennia, and the current state of the conflict sees the Magni, a subgroup within the Elite, specializing in strike missions. Similarly, the Order of Masks carries out similar operations for the Rasharnian army, making them formidable opponents in battle.
Bogan: Each member of the Order of the Masks possesses distinctive characteristics and showcases their own remarkable combat techniques, which is truly impressive.
Q: Could you provide a glimpse into the number of additional characters or mini-bosses that form part of the Order of the Masks, apart from Sandrakk and The Hand?
Warnke: Although we don't have an exact count, there is a substantial number of Immortals in the game. While not all of them are featured, players will have the opportunity to encounter and battle against a significant portion of the Order of the Masks.
The reason they are referred to as the Order of the Masks stems from the significance placed on 'Masks'. The Lucians prioritize practicality and functionality in their armor, while the Rasharnians possess a strong inclination towards passion, art, and extravagance. In battle, the Rasharnians conceal their identities and faces behind masks. The term "Order of the Masks" is somewhat literal, yet it holds a deeper lore. Their masks become an integral part of their identity, and their enemies recognize them through both their title and the mask they don.
Bogan expressed his excitement upon hearing Bret discuss the concept of a masked group of characters called the Order of the Masks. He eagerly anticipated the opportunity to design characters with exceptionally impressive masks, drawing inspiration from iconic figures such as Stormtroopers, Boba Fett, Darth Vader, and Cylons from Battlestar Galactica. Bogan's enthusiasm stemmed not only from his childhood memories but also his continuous desire to create something remarkable and unforgettable. He believed that achieving a memorable design would be a testament to his success in the project.
Warnke expressed his fascination with masks, comparing it to the excitement of playing Skyrim and discovering a dragon mask. He expressed a desire to physically possess and hold such a unique item, captivated by its coolness.
Bogan shared insights into their creative process, emphasizing the importance of unpredictability in both gameplay and art. They aimed to break away from traditional fantasy tropes, such as those found in Star Wars or Lord of the Rings, and instead create a distinct and timeless world. To achieve this, they blended elements of medieval and sci-fi aesthetics, embracing a sense of freedom and creativity. By combining various visual influences, they were able to concoct a fresh and innovative look for their creation, Aveum, a planet whose exact location remains unknown but distinct from Earth.
Bogan mentioned that the masks worn by The Hand and Sandrakk are not designed to accommodate a real head and that there is likely some form of magic involved. He further explained that in the game, the characters' helmets dissolve when they take them off, which aligns with the concept of magic metals discussed in the game's lore.
Sandrakk, originally a full green character, has now transformed into a full Triarch in the game. This change in his status greatly impacts Jak in terms of gameplay and magic usage. Sandrakk, being the most dominant Magnus in the world presently, exudes an incredible power that is palpable when faced in battle. The impact he makes is profound and far from subtle.
Designing the boss fights for Sandrakk has been an exhilarating experience. Throughout my career, I have had the opportunity to create various boss battles, but this time, I wanted to push my creative boundaries and deliver something truly enjoyable. Without revealing too much, I am eager for you to experience it firsthand and witness your reactions. By engaging with Sandrakk, players will not only face a formidable challenge but also gain valuable insights into the game's magic systems. Prepare yourself, as Sandrakk will truly put your skills to the test.
Bogan admitted that the fight was not an easy one. He acknowledged that Jason probably did not feel the same way, but for him, it came out of nowhere. Being fully focused on building things, he missed the build-up, and suddenly, the fight was right in front of him.
Our team took the time to carefully craft each boss battle, ensuring that it meets our high standards. Each fight takes approximately a year to develop, and we put a lot of thought into the way players engage with normal enemies, mini-bosses, and bosses. We intentionally design the combat mechanics to offer a unique experience for each encounter. When facing regular troops, players must strategize how to tackle groups effectively. On the other hand, mini-bosses and bosses present specific challenges that allow players to approach them in various ways. We believe in giving players the freedom to express themselves in combat, which is why there isn't a one-size-fits-all solution to every situation. We also wanted to break away from the conventional norms of first-person shooters. Rather than having a crouch button or relying on cover mechanics, we opted for more innovative features like blink and mobility that allow players to take their cover with them. This decision has added an exciting element to the game, as players can now utilize a shield instead of traditional cover mechanics. The inclusion of these unique abilities, along with impressive animations and a wide range of response options, has made the combat systems of our game truly enjoyable.
The overall direction and vision for the game have remained consistent since I first read Bret's design document five years ago. This has been beneficial because we didn't waste time changing our minds halfway through the project. The core concept has remained unchanged, giving us the opportunity to explore different ideas and mechanics. We were able to experiment with various spells and tactics, even though sometimes there was resistance to removing certain features due to their potential. However, this process allowed us to focus on refining the aspects of the game that truly felt satisfying. We made the decision to cut out underdeveloped ideas in order to prioritize creating a solid combat system.
In Immortals, we had the opportunity to fully explore and understand the essence of our game, resulting in the creation of numerous captivating characters, a wide range of enemies, and diverse gameplay experiences. The significance of silhouette design cannot be overlooked, especially when developing a Call of Duty game. We faced the challenge of distinguishing between a character wielding a sniper rifle and one armed with a rocket launcher, which often comes down to a small ball at the end of a long stick and their posture. There is limited room for creativity in such cases. However, with Immortals, we were able to push boundaries and introduce captivating elements in our character designs, enemy variations, and stalwart encounters. While it may be considered a cliché in fantasy games, the thrill of battling formidable opponents, like the "big dude," cannot be denied.
In every Monster Hunter game, the player takes on the role of a small hero facing off against a massive monster. This dynamic creates a thrilling and captivating experience. Within the game, we aim to include a diverse range of military elements, such as the appearance of a basic rifleman in a fantasy setting, the presence of infantry units, and the introduction of unique and extraordinary creatures. Our intention is to provide players with memorable moments throughout their gameplay.
Bogan: Adding on to Jason's point about silhouetting, we can take inspiration from Call of Duty as a prime example. In Call of Duty, the characters are predominantly human and their costumes are not particularly varied. They typically wear military uniforms, with some variations in coat length and limited color palette. This creates a visually cohesive and focused environment for the game designers to work with.
It can be quite a daunting task for these individuals to effectively convey the gameplay experience. As previously mentioned by Jason, they often have to amplify the impact of weapons or rely on the animated postures of the characters in order to achieve the desired effect.
It is crucial to convey to the player the specific situation they are in. This is primarily achieved through the composition of their squad, which is designed to make them stand out and appear unique. On the other hand, the opposing forces are equipped with firearms, so the player must learn to adapt and overcome this challenge. Although there may not be significant variations in the enemy types, occasionally there will be a rocket launcher-wielding individual positioned on a street sign or rooftop against the backdrop of the sky, which adds a visually appealing element.
In our game, we have a diverse range of adversaries, including melee-focused enemies, projectile-based foes, and caster-type opponents. The meticulous attention to detail in the creation of their helmets, armor, and weapons by Dave and his team, along with the exceptional animations crafted by our animation team, truly enhances the believability of these characters. Even from afar, players can easily distinguish between different enemy types, such as identifying a caster through their distinct visual effects.
We initially underestimated the challenge, thinking it would be easier than it actually was. Our main objective was to strike a delicate balance between pushing the boundaries of armor design without veering into excessive exaggeration that would make the characters seem like mere toys. We aimed for a grounded and gritty feel, focusing on creating something that felt believable.
Throughout the development process, our continuous goal was to refine our designs and infuse them with a more sophisticated tone. While we didn't aggressively pursue this direction, we did find ourselves embracing vibrant colors towards the end or at some point during the project. It was a struggle to maintain the desired mentality and tone while pushing the boundaries. It's effortless to experiment with different silhouettes, but achieving that delicate balance was far from easy.
Warnke: I would love to debate with you the practicality of a swordsman's helmet, like the hammerhead shark.
Bogan: He would knock his own head off sometimes for sure.
Warnke: Execute the swing and make contact!
Bogan: I have vivid memories of those days when I used to browse through the thumbnails. There was a whole page dedicated to various designs of swordsmen, and let's not forget the iconic Hammerhead helmet. Similarly, the archer's design was quite unique, resembling a shovelhead or some other peculiar shape.
Warnke: I'm so excited about cosplay someday.
Bogan: Oh my god, I cannot wait. That is going to be amazing.
Q: So what can you tell about the Hand's relationship with Rasharn and Sandrakk?
She possesses the highest level of prestige within the Order of Masks, making her the most prominent member. The mere mention of her name instills fear in the Lucian army, and her remarkable skills make her an undeniable force to be reckoned with. Further details about her captivating journey will be unveiled as you embark on the gameplay.
Moreover, her distinctive hairstyle adds to her allure and uniqueness.
Warnke: Her sigil is also one of the coolest sigils in the game.
Q: To wrap up, is there anything you'd like to add about Immortals' villains that we didn't get to touch on?
There is a wide range of options and possibilities in the game, both in terms of gameplay and exploration. It is my hope that players can find their own unique experience when first playing the game, and then revisit it to discover how their character's abilities and spell choices can transform the gameplay.
In terms of enemies, we have a diverse range including creatures, Magni, and Constructs, each offering a distinct challenge. Additionally, the bosses in the game are incredibly thrilling. Visually and in terms of gameplay, there is a great variety that we are excited for players to explore and enjoy.
We have dedicated significant time and effort to ensure the utmost perfection of our product. It is our sincere hope that individuals recognize and value the extensive work we have invested in it once they experience it firsthand.
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Immortals of Aveum launches July 20 for PC, PS5, and Xbox Series X/S.