Where are you hiding?
For crying out loud!
At first when we started developing
Styx: Master of Shadows
we wanted to come back to the roots of the genre
through a unique character - that is Styx
our nimble goblin.
Styx is an anti-hero.
He's not the kind of character you're used to playing.
What's the deal, captain?
He's an ugly little green character.
When he wants something
he will get it
or he will kill to have it.
We like the fact that sometimes
he will break the fourth wall.
I'm not gonna tell anyone
if you put the level of difficulty down!
Or joking about the situation that he will face.
A goblin has killed the queen!
Ooh, a goblin
a scary goblin!
It's nice to play a weak hero.
To hell with you and your bullshit magic!
Can you change into a sandwich?
His weakness is also his strength.
Because he is small
he can hide himself pretty much everywhere.
Animating a goblin is very fun
because it’s a little creepy creature.
The other games
don't have very good reactivity.
And in Styx it's very...
"tac tac tac tac tac"
but animations are still smooth and nice.
The best reference was Gollum.
My precious!
But Styx is not a monster.
He has a kind of human spirit.
Hi there.
I'm the new accountant!
He's not very muscular
he's very skinny.
He can't fight a man face-to-face.
I'd be surprised if my dagger could penetrate the armor.
You have to take care where you are going.
You have to observe
detect the patterns of the guards
and then take action using the environment.
It's up to the player to choose how he wants to play
but you have to keep being very stealthy.
Oops, my bad.
You can be the guy that goes
in and out through levels
getting every hidden item.
You can be the sneaky one
who never raises any alarm.
So it's kind of a hardcore game.
There's a lot of challenge.
Making a stealth game
from scratch is a big adventure
To infinity and beyond!
but we have the opportunity to do it here.
You will have the honor
of drinking his blood!
Dwarf piss tastes better.
Less calories, too!
A stealth game is really level-design oriented
so we have to take a different approach
when building levels.
Our way to build a level is quite particular.
In the team we have a lot of people that really like
medieval architecture.
So we have some references
from artists like Escher.
We can't light the level just to be pretty
we have to care about the gameplay.
It was very important for us
to have different player experiences.
That's it,
just keep on ignoring
what the developers want you to do
and I'll just keep on dying.
Again!
And again!
That's why we have a lot of verticality
for our goblin to reach a high point
where nobody can reach him.
And you can also, like, customize your skills
according to your playstyle.
We have the crafting branch
that allows players to craft some new gadgets
and some new lethal weapons
or non-lethal weapons as well.
Smoking's bad for you boys.
Real bad!
Styx is quite different from the other games
because of his specific mechanics.
For example, you can
create a clone of yourself.
You have to be a bit smart to use it
because it allows you to be
in different places at the same time.
See?
I've got a few tricks too!
You can play with another friend in the same level.
Two guys have twice the chance
to reach the end of the level,
but also twice the chance to raise alarms.
Depending on the mission
sometimes raising even a single alarm
is just like
game over.
Shit!
What is great by doing a sequel is
we had great feedback from the press
and even the community, the players...
I'm coming baby!
It was like
we had a rough diamond
and we wanted to polish it.
We tried to improve everything.
It's all about improvement.
Thanks a lot!
Bye bye!