Boundary between narrative identity and anonymity

Hi Moon Studios, I’m an FX Artist who deals with 3D animation and I would like to leave you my feedback on the game. First of all, congratulations on your title: it’s already incredible, it has its own identity, its own coherence and it really enchanted me! Precisely because I was impressed by the game, I thought I’d write some of my personal reflections, hoping that I can help you in some way.

Main discussion: Please, really, integrate the story better! There are several little things that could do well and add that missing part to the narrative. The game already has its own very strong visual identity (thanks to the excellent surfacing and texturing) and stands out for its gameplay, but to be memorable it needs more “crumbs” of story. You have combined multiple genres, but the boundary between a title with a narrative identity and one that is too anonymous and general is very thin. I really think that a well-crafted script is the thing most lacking in current multimedia products… don’t make the same mistake! In general, I hope you will be able to focus more on the story and background of the protagonist. I leave some of my reflections:

  • I noticed that from the shipwreck to the city, there is too long a period of time, which is filled only by the curiosity of wanting to continue. Few warnings about the rebels and a few lines of dialogue with the blacksmith. He and the father-daughter duo (a little further on) are the only connections that could liven up the narrative throughout the first part of the game. I explored it completely before deciding to face the boss outside the walls, but the exploration/lore ratio is too much in favor of exploration alone. Your title has a strong Souls imprint, it’s undeniable, but for this very reason you shouldn’t leave entire areas to their own devices. They must be characterized, described, even with small mysterious things. The explorers’ journals describing their “terrible” adventures are too foreign and don’t add that bit of mystery or characterization to the areas of the map.
  • Improved Cerim’s first interaction with the Watcher, where he powers up by drinking “pestilential” blood. It should be a moment with more emphasis and not just a quick animation. Give it a meaning and not a simple “These are techniques that only the observer knows”.
  • Justify the repopulation of the first areas (beach, marshes, etc.). Why do enemies appear much stronger and more numerous? If I cleared the entire area, collected everything and defeated the boss, why do I now find everything more difficult? I would prefer this to be justified in a narrative and believable way, otherwise it just seems like a gimmick to increase the hours of gameplay! In the same way I could tell you about the chef who isn’t there first and then needs to be saved.
  • When I first explored the caves leading to the swamps, I found a very tall (I would say gigantic) being. What is he doing there? Does it have its own reason or is it just a difficult enemy that I wanted to place there as a challenge? Is it linked to the nature of the island, to the plague, to what?

Other small issues and minor bugs:

  • Warnings about full inventories use English mixed with the selected language (example: half Italian and half English)
  • There is no warning on the enchantment from Rare to Wicked, which says that penalties can be obtained on the character.
  • The large armored warrior before the western bridge, the last one that separates you from the cook, gets stuck in the wood bridge and is easy to take down.
  • Often in menus and item sales, the game gets double key input and can accidentally sell things (I use the ps4 pad).
  • The character always enters the beds, when there are awakening scenes.

Thanks