Shadow warrior 3 flying wild hog6/21/2023 Because it's inherently funny, in comparison the dramatic moments seem a little bit more impactful. Maybe it's a good place to add that we also switched from first-person cameras in our cutscenes to a more free-roam view, to introduce more physical comedy - Lo Wang's facial expressions and so on - which ultimately helped us create scenes with a heavier emotional punch.Īre there any challenges you experienced in balancing humor with the more serious aspects of the story?Īlek Sajnach: Shadow Warrior's humor helped us design a story that players will care about. ![]() But having control over the most important beats of the story has definitely helped us weave a more dynamic and impactful journey. Of course, it's not going to be a serious HBO-style drama, that's not the tone of the game. We really wanted to tell a story that has a lot of heart, that resonates. ![]() For Shadow Warrior 3, what challenges has returning to a more traditional story structure had for you and your team? Or has it proved to be liberating to tell a more straightforward tale?Īlek Sajnach: I think what's been the most beneficial for us when working with a more linear structure of the game is the control of the story dynamic and the emotional response we wanted to get from the players. Shadow Warrior 2 was a fairly big departure in terms of gameplay structure, with something that was a bit more open-ended, that played around with sandbox ideas instead of offering a completely linear narrative. Ultimately, Lo Wang develops with the team and I wish for Lo Wang to reveal new colors to both our old and new fans each journey. It gave us necessary fuel to explore the character without reiterating Lo Wang completely. We didn't want to necessarily rewrite the character or change his personality - even though it's a character that's been with us for the past, what? Almost 30 years? We concluded that the best way to approach it is to reveal more layers of the character (like an onion!) through new relations, i.e. The same was applied to how we structured and designed Lo Wang's journey. ![]() We wanted the story to feed off the previous games but also stand on its own two feet. Our main challenge was to create a story setup that's welcoming for both returning and new players. One of our core pillars was to deliver memorable WOW moments, exciting gameplay sequences and well-paced combat encounters intertwined with narrative components. How has the storytelling evolved in Shadow Warrior 3 compared to its predecessors?Īlek Sajnach: After talking to our Game Director, we (the narrative team) knew that the game was going to be more linear than the second one. The overall vibe of the stories between Shadow Warrior and Shadow Warrior 2 were rather different, even though Lo Wang and the humor of the games stayed pretty similar in tone. It's been a liberating experience to work on a game that allows for such creative freedom, and of course Lo Wang is a really fun character to write. The tone and style of the game could accommodate even the wildest designs, so we took that chance and our compass for ideas turned out to be pretty simple - it has to be fun and funny. The essential aspect of the process of making this game was to simply have fun. How different is it working on a Shadow Warrior story compared to other projects that you’ve worked on in the past?Īlek Sajnach: I feel like the basis of the Shadow Warrior series is its tongue-in-cheek execution of core game elements. Shadow Warrior is known for its irreverence and humor, which is in a unique style compared to most games out there. By the time I started working on it, most of the pieces were already in place, but I had a good taste of what the vibe and tone of the game was. Have you worked on the prior Shadow Warrior games, or is this your first?Īlek Sajnach: I joined Flying Wild Hog when Shadow Warrior 2 was already in production and did some additional writing for the game. I was responsible for designing and writing the story for the third installment of the series. ![]() Related: PlayStation Now's First-Ever Day One Release Will Be Shadow Warrior 3Īnd now Shadow Warrior 3 is set to reinvent the wheel yet again, with a different take on what's come before. Screen Rant had the opportunity to chat with Alek Sajnach, lead writer and narrative designer at Flying Wild Hog, to ask some questions about Shadow Warrior 3's new gameplay and change in direction.įirst off, can you give us a quick rundown of who you are and what you do at Flying Wild Hog?Īlek Sajnach: I'm Alek and I'm a lead writer and narrative designer at Flying Wild Hog.
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