No Truce With the Furies
I'm excited about this game because I researched it, but my readers are still wondering what the hell a "police procedural role-playing game" even is. Let's try something fun. Let's just assume we're working with about a 30-second attention span, here. Can you give us your best elevator pitch for No Truce With the Furies? Tell us real short-like what makes this game unique.
NTWTF: By calling the game a “police procedural”, we’re paying homage to the buddy cop show genre that inspired much of the game’s narrative structure. Think “The Shield”, “The Wire”, “NYPD Blue”, and throw in some “Miami Vice” for good measure. But with disco. And problem drinking. And some of the most devious dialogue choices ever attempted in RPGs. As for what makes it unique… press “lobby” on the elevator panel and lets go!
No Truce With the Furies takes place in a fictional universe first featured in a novel written by our lead designer,
Sacred and Terrible Air. Estonian literary critics have described the genre of the novel as “fantastic realism”, a fresh take on crafting a world that is *not* just fantasy, science fiction, or even some sort of alternate history. It is as though whatever set of dice was rolled for the rules according to which our own world was developed had been rolled again, resulting in a sort of strange, shifted realism. While it reflects many aspects of our world -- disco music, modern art, recreational drug use, international treaties, communism, nihilism, gangbangers -- the game-world is unique and full of painstaking detail that makes even the familiar disorienting.
As far as gameplay goes, we emphasize reactivity above all. We aim to tell a compelling story that’s different from the ones you typically see in video games, but also just very human. You are not the chosen one. You are not going to save the world. But, after starting out pounded into a pulp by the vagaries of life and your own poor decisions, you might be able to stop drinking and get back on the proverbial horse. Get your colleagues to respect you again. Maybe even become a better person. Definitely find loads of secrets in this pretty ambitious little open world we’ve crafted. Isometric RPG’s haven’t tried open worlds yet, I believe? Well, we have an open world, albeit a compact one.
Alright now let's get our hands dirty. The world in NTWTF is a dark one. In the real world, we have a perennial fascination with an ever-impending apocalypse. For every generation it seems the end of the world is far-out, yet potentially imminent. In No Truce, it's kind of taken for granted that you could get obliterated at any moment, right? There's something called "the pale" which has shaped our characters in a grim way. Do you want to tell us more about that?
NTWTF: We get this question a lot, but there’s little we can say about the impending apocalypse at the moment. In the game, we try to present the player with more-or-less realistic choices in a more-or-less realistic setting, and, thus, the player will come upon several mysteries to solve (as a detective should!). However, you can discover grander mysteries along the way, overarching mysteries relating to the nature of the world you find yourself in. These are unknown not only to the player, but also to most of the world’s denizens.
So as not to spoil the fun of exploring and trying to understand the essence of the world we are constructing, we can’t really disclose more details about “the pale” or other such phenomena. (We call them
extraphysical -- the pale is by far the grandest and most foreboding, but not the only one)
Dialogue in this game is active and engaging. Usually we just tap a button to read through what our protag and NPCs are saying, making the occasional choice between some pre-packaged statements that may or may not have a meaningful impact on our character. It's almost dealt with as a necessary evil in order to get to the "cool" or more active parts of a game. You guys wanted to change that. How have you evolved dialogue in No Truce With the Furies? How have you made it more engaging?
NTWTF: One of the most important features of the game is the ever-present interjections from your skills, which talk to you about whatever is going on, and with which you can sometimes have extended discussions. You are not just role-playing walking around in a strange world and trying to solve a murder, you are also sort of taking responsibility for the internal experience of another human being -- this character of yours that you are shaping with your choices. Even as you are forced to respond to certain givens, from mystical hunches to intense cravings for cigarettes. At the same time, all the important “active” events of the game also happen within the dialogue system, including combat, so all your character’s reveries and self-doubts have palpable outcomes in the same scrolling text. We want to destroy the difference between combat and story, merge it into a kind of… story combat. (No more cut scene deaths and cut scene superpowers.)
Last but not least, we believe there is a place in video games some truly wild writing. In No Truce, the text is never there just to direct you from point A to point B, nor is it ever merely window dressing: it is the primary medium through which you construct your character’s relationship to himself, other characters, and the world that has been so beautifully rendered by our artists. The quality of the writing must be equal to that ambition.
You guys really, really want players to stick with the choices the make and live with the consequences. Can you speak a little more about that? Is it possible to completely screw yourself out of a gratifying ending, because I'll be honest: I loved Reservoir Dogs all the way through, and then the ending just totally numbed a part of my soul.
NTWTF: What is a gratifying end? Is it always slaying the dragon and bedding the princess in the golden rays of the setting sun while the end credits roll past? If you mean an uncontroversially positive ending, then, yeah, it’s totally possible to screw yourself out of one. Actually, it’s much harder to screw yourself *into* one... Then again, it has become quite common for games, especially contemporary RPGs, to have a wide variety of different endings, and the best ones are usually much harder to achieve (one recent example would be Nier: Automata). No Truce has elaborate and fleshed out endings, as well as a few that are not as elaborate and fleshed out, and they don’t necessarily pan out well for the main character. And yet they are all equally conclusive and equally “right”. It doesn’t seem honest to call something “role-playing” if all the roles and choices lead to the same exact conclusion.
I have a community question for you. "More_Badass" set up a pretty gnarly thread for your game over on NeoGAF last year, and he wants to know: "In your frequently asked question blog post last year, you mentioned that, rather than traditional combat, Furies has violent confrontations handled through the dialogue system. Given the game's focus on player freedom and choice, how do your character's skills, items, earlier actions, and mentality influence these confrontations? Furthermore, how branching and flexible are the encounters, in terms of options during these situations and their consequences on the characters and story afterwards?
NTWTF: We aim to plant you in these encounters not just tactically, but also emotionally. Skills interfere to give you advice, much like our inner voices do, but ultimately it’s the player who decides whether to pull the trigger or not. We aim to construct sequences that are branching and flexible, and to give encounters a genuinely dynamic feel, so that the player might fully realise the potentialities of our stats/skill system (called Metric). Depending on the flow of events, important characters may die or sustain permanent injuries, which affects future events. You yourself may end up dead as a result of bad choices you’ve made. Even the items you chose to bring to confrontations can make the difference between life and death, for you and for the other characters in this world. That takes a hell of a lot of flags but we’re managing the complexity thus far.
Any release date or platform updates? We're hungry!
NTWTF: We’ll keep you posted.
Thanks so much for your time.
NTWTF: Cheers!