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Battle Chasers: Nightwar

Battle Chasers: Nightwar is hybrid to make it more "strategic"

It merges a lot of different elements together.

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Gamereactor recently went to a THQ Nordic event in London where Airship Syndicate's Battle Chasers: Nightwar was being showcased, and while we were there we spoke to Battle Chasers creator and creative director Joe Madureira about the game, during which time we asked him why the team made the game a hybrid between many elements, including third-person and turn-based combat.

"You know it really just came down to what we felt we could do really well, and what would serve the game, like what would be the most fun," he explained. "Exploration is most fun if you have some surprises and you're not sure, hence the random generation came into it, and we didn't just want to be like rooms you just run around in to fight. Like in a lot of those old RPGs you just run around trying to get to the exit, and occasionally you'll get into combat, and occasionally you'll fight a boss. We wanted it to be a lot more than that, so there's the random events."

"And then when it comes to combat though, because it is party-based, we knew we probably weren't going to do an action RPG. It just sort of works really well with the type of game that we want to make, to make it a little more strategic. It also slows the pace of the game down a little bit so it's not... we don't have to make a gigantic, expensive 80 hour game or something like that with 200 people. We had a very small team and we didn't want to bite off more than we could chew. A lot of our choices were like 'what can we do really well with the team that we have?' and so we came up with this hybrid and it worked, I mean, it was fun and we were enjoying it and hopefully people will like it when the game comes out."

Do you like it when games mix many different elements?

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Battle Chasers: Nightwar

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