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Don't Nod: "Vi vill knyta an till bergen och naturen med" kommande Jusant

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Nyligen rapporterade vi om nyheten att Jusant lanseras så snart som den 31 oktober 2023. Men såhär inför premiären har vi nyligen haft chansen att spela lite av Jusant samt att vi fick snacka med skaparna Mathieu Beaudelin och Kevin Poupard under Gamescom.

Som en del av intervjun frågade vi duon om Jusant har ett budskap, och hur viktigt temat miljön och bevarandet av den var när de skapade titeln. Poupard svarade:

"Yes, that was since the beginning of the project when we wrote it, when we tried to create it. Ecology was one of the main themes, but more than ecology, it's more like how do we need to reconnect with the nature and what surrounds us. That's actually the reason that we didn't set up our game in a realistic world. For us, it's more powerful to have some kind of a metaphor. It's easier to have our own universe because we can tell whatever we want through the metaphor. Also, the allegory of the metaphor, what represents climbing, overcoming something. It could mean anything to anyone.

The main theme is reconnecting with the nature. After all, if people want to see something else, if they want to chat about it, if they want to have a debate about what they understood about the game, that's a win for us because we don't want to have any moral or we don't want to judge people. We just want to send a message like a bottle in the ocean."

Även Beaudelin hade lite att förtälja om saken och fortsatte resonemanget:

"Just for the gameplay also, Kevin said earlier that the gameplay was the principal mechanic of the climbing and how to reach a point. But in the core gameplay, there is another mechanic. There is a companion with us and this is a Ballast. The Ballast is our bond to the nature. It connects us to the nature. The gameplay of the Ballast is an echo. Each echo will bring back the nature, the fauna, the flora. We wanted to connect also to the rock and to the nature by the gameplay. It was our way to put the message in the hand of the player."

Se hela intervjun nedan för mer information om hur Don't Nod skapade klättringsmekaniken och mycket annat, inte minst gällande storyn.

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