Victor Lionhead spent 15 years working as a games journalist in Sweden, following a passion that started when he was seven and would cut out images and write articles to go with them. He loved Heavy Rain, Deus Ex, Mass Effect, and the works of Telltale Games but also thought he could add something unique to the industry and express his creativity by segueing to design.
He began building what would become Rain of Reflections in RPG Maker with JRPG-style battles and then transitioned to Unity, which allowed him to build in stealth tactics systems more reminiscent of XCOM or Invisible, Inc. He got funding for the game in 2015 and assembled an eight-person team at Lionbite Games, drawing in people with eclectic backgrounds including a DeviantArt artist and a UI artist who was formerly in commercial design.
āI donāt know what made them buy into this or believe me, but Iām very thankful for this chance,ā Lionhead said. āSomething probably stuck with them when I showed them my first presentation with concepts and the basic idea for this new breed of adventure combined with turn-based encounters.ā
Launching on Steam on Sept. 27, Rain of Reflections is set in a future where humanity has become infertile. The first of three promised chapters follows Wilona, a scientist studying the infertility crisis who plots to free the lastborn child with the help of her hacking skills and technology that allows her to become temporarily invisible.Ā
Hacking started as a simple prompt, where players could click āhackā when interacting with consoles, but grew into a series of minigames based on whether theyāre trying to intercept communications, breach a firewall, or crack an electronic lock. Cracking locks involves solving a puzzle by flipping pieces around, breaching a firewall requires a balance between speed and control as you try to roll a ball away from encroaching security, and tuning into a guardās radio requires carefully listening and trying to pinpoint where a sound is coming from.
āI felt that hacking in games is mostly just a chore,ā Lionhead said. āWe have to have hacking here, but how do we make that fun? How do we make an arcade-type of game out of hacking? What types of systems would you want to breach? Theyāve been by design made close to what weāre trying to convey.ā
Stealth lets Wilona make short jaunts without being spotted by hostile forces. She can still alert enemies by making noise or interacting with objects, which can force her to take cover to avoid being shot.
āWeāve made a completely seamless system where you can go all the way from stealth into drawing suspicion and then youāre in a confrontation with guns blazing and then you can shake your enemy,ā Lionhead said.
Rather than having a health total, Wilona and other characters lose motivation when theyāre left exposed or attacked. If Wilonaās motivation drops to zero, the game ends. When allies or enemies reach the same level, they will flee and can be killed or allowed to escape. Characters can also talk in combat, insulting or encouraging each other to increase motivation and provide other mechanical benefits.
āIāve always been interested in how turn-based encounters are designed,ā Lionhead said. āOf course I love XCOM. In a sense, this is a love letter to that game. But Iāve always felt that the design felt too much like a board game to me. I wanted a design thatās much more intimately connected to story and characters.ā
The motivation system means fights can be won in novel ways. One level features a confrontation with a weapons dealer in an extremely creepy temple filled with giant baby structures, electric traps, and a generator heās incredibly proud of. Heās got the higher ground, so the easiest way to defeat him is to shoot up the generator and demoralize him. That still requires a lot of running and hiding between pillars and pews that heāll keep blowing up.Ā
āIn a sense, the destruction of the battlefield is the characterās toughness,ā Lionhead said. āAs soon as youāre out of cover or youāre not moving or youāre exposed, itās a real threat to you. That adds so much to the drama.ā
Lionhead aims to give players as much control as possible in Rain of Reflections, so you wonāt find any quick time events or vague dialogue choices in his game.
āWeāve really consciously set up the lines so you can read them in full,ā he said. āWe wanted to move away from it being kind of vague and youāre just picking a mood or āI want to be goodā or āI want to be evil.ā We want to show you exactly whatās going on in (Wilonaās) head at all times and give you complete control over every single input.ā
The dialogue will allow players to learn more about the characters and the gameās cyberpunk, neo-noir setting. Theyāll also see more of the world and experiment with different mechanics in the next two chapters, which will follow a deadbeat private investigator and a resistance fighter, respectively. Lionhead said dividing the game into chapters let his small studio focus its resources and bring depth to each character and story rather than try to combine them into one game. If the first chapters are successful, Lionhead said heād love to continue the series.
āIāve been spending so much time with the world-building over these years itās turned out to be such a multifaceted world,ā he said. āThe city has so much more to show beyond chapter one. Iām really excited about the prospect of telling more through these other characters.ā
Rain of Reflections is part of a resurgence in cyberpunk video games including CD Projektās Cyberpunk 2077, One More Levelās Ghostrunner, and Anshar Studiosā Gamedec, which Lionhead attributes to more designers looking to put their own mark on a formative genre.
āI grew up with Blade Runner and The Matrix and Final Fantasy VII,ā he said. āI just love that atmosphere. I wanted an atmosphere that you can almost touch because itās so intense. I think you get that from the neo-noir vibe.ā
Published: Sep 19, 2019 05:49 pm