After Desperados 3, Mimimi didn't want their next game to be "restricted by realism"

Ever since the makers of Desperados 3 and Shadow Tactics announced their brand new squad tactics game, I've been dying to get my hands on Shadow Gambit: The Cursed Crew. While Mimimi's previous games took place in mostly grounded historical settings, Shadow Gambit is about magical undead pirates hunting for mysterious booty and fighting a persecutive Inquisition. This shift into the supernatural is quite the change for Mimimi, which creative director Dominik Abé tells me was partly to challenge themselves as designers, but also so players could have a bit more fun with how they approached its plentiful stealth encounters. "One thing we wanted for sure was that we had something that's not grounded in a realistic setting," Abé tells me. "That was a requirement for all the pitches we did internally, and that's because we wanted to improve on the gameplay. We were restricted by realism, so that was a core pillar. It had to be something fantasy, or sci-fi or something non-realistic." Read

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After Desperados 3, Mimimi didn't want their next game to be "restricted by realism"

Ever since the makers of Desperados 3 and Shadow Tactics announced their brand new squad tactics game, I've been dying to get my hands on Shadow Gambit: The Cursed Crew. While Mimimi's previous games took place in mostly grounded historical settings, Shadow Gambit is about magical undead pirates hunting for mysterious booty and fighting a persecutive Inquisition. This shift into the supernatural is quite the change for Mimimi, which creative director Dominik Abé tells me was partly to challenge themselves as designers, but also so players could have a bit more fun with how they approached its plentiful stealth encounters.

"One thing we wanted for sure was that we had something that's not grounded in a realistic setting," Abé tells me. "That was a requirement for all the pitches we did internally, and that's because we wanted to improve on the gameplay. We were restricted by realism, so that was a core pillar. It had to be something fantasy, or sci-fi or something non-realistic."

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