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InSomnia Interview

InSomnia Interview

We got in touch with InSomnia’s lead developer Guyduk Anatoliy, to ask about their latest Kickstarter.

GameGrin:

You’ve been working on the game for a long time now, how much has your vision changed in that time (if at all)?

Guyduk Anatoliy:

Indeed, some aspects of the game were changed throughout the development cycle. However they can hardly be called major. Generally speaking, the concept of InSomnia always remained the same - it's an RPG with strong storyline, hardcore combat mechanics and quality visuals.

GameGrin:

What would you say are your main influences for the game?

Guyduk:

Games like Fallout 1-2, Planescape: Torment and movies like Blade Runner, Letters of the Deadman, and Metropolis movies. All these can be called as main sources of inspiration.

insomnia station

GameGrin:

This is your third stint on Kickstarter, what have you learnt from your previous campaigns?

Guyduk:

The biggest lesson was learning how to communicate and express ourselves to our backers,fans and press, and also to listen to their critique. Our main goal, however, hasn’t changed. It was always to complete the game itself and that's our primary focus.

GameGrin:

How difficult is it to write a non-linear storyline?

Guyduk:

It's quite difficult, but at the same time implementing it in actual game is even more complicated. This is something that we are treating as one of the main tasks now – we actually have the main storyline all planned and written out – but now we’re actually implementing it into the game itself.

insomnia survival

GameGrin:

Can you explain what a “hardcore” battle system means?

Guyduk:

By "hardcore" we mean having very strong enemies and basic ones at the same time. Some of your foes will be almost indestructible - this is not a game about playing as a proverbial Superman, and the players will learn to face with the consequences of their actions. So, if you've suddenly decided to attack a military squad of Tyrang division, who have Tank Armor in their disposal, well you will have to defeat them - this is something that most will find quite difficult. You would need to have special equipment to do that, otherwise you are most likely to say goodbye to this cruel world. So plan your attacks wisely and more importantly, save your game often, this will help ;).

GameGrin:

In the Kickstarter video, certain survival elements are mentioned. Are they a large part of the game, or optional depending on difficulty?

Guyduk:

Yes, survival is one of the game's aspects and it will dictate your gameplay, to a certain degree. However, its influence will never be critical, so treat it more like a small addon rather than crucial part of InSomnia.

insomnia sector map

GameGrin:

As a company who has put out a demo, do you feel that they are a dying art form?

Guyduk:

No, I don't think so. However, what we did for Kickstarter is not a demo in a common meaning of this word. This build was made specifically for the KS and to make most of it players will have to spend about 3-4 hours. Sounds more like a DLC than a demo, right? Basically InSomnia Prologue is a certain way for us to report our progress. It's a presentation we built exclusively for KS, there's no main storyline, it's a separate part of the game. Think of the Prologue essentially as an extended tutorial – in the main game, players will finish the tutorial and for it to lead the player to the character creation screen.

GameGrin:

What does the team usually play during any time off?

Guyduk:

As you might have expected we don't really have much time off. However, when this happens we prefer to play all kinds of games. As a team we love to play Q3 together, but personally I prefer strategy games. Most of Studio Mono members are very keen on space simulators as well. And of course we all are crazy about RPGs, from videogames to the more traditional table top variety, we love them all.

Thank you for your questions!

GameGrin:

Thanks for answering them!

Gary

Gary "Dombalurina" Sheppard

Staff Writer

Gary maintains his belief that the Amstrad CPC is the greatest system ever and patiently awaits the sequel to "Rockstar ate my Hamster"

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