- What mood and tone are you trying to create in the game this time?
I am trying to tell a story people will like. My wish is to achieve a mix of emotions and transmit them to the player.
- Is the game set in the same time and "universe" as Amerzone and Syberia?
I cannot answer this. I am not thinking in terms of "time" or "universe" in my games. For me, they take place in our world.
- What parts of the world and what sceneries will we be able to visit this time?
For "Lost Paradise", I am having great fun in creating strange animals... Africa is also great for landscapes. I think that some locations are pretty strange (you will discover a tribe living on the summit of baobab trees and trying to never touch the ground...).
- How densely populated by characters will the world of Paradise Lost be?
Quite a lot. We are creating lots of secondary characters.
- How diverse and bountiful will the fauna&flora of this world be?
As I said, I am really listening to my imagination in this field...
- It seems that the Lost Paradise game is going to be even more surreal than Syberia. What graphical style will the game feature?
Different, for sure. But I don't know if I can say "more surreal". Lets say "another kind of reality"...

- The initial concept art (e.g. the long-necked camel and the black Coffer) looks very bizarre, almost grotesque.
I always do a lot of sketches, ad they are of various styles. In fact, it is only the final 3D images that are showing the "real" graphical style.
- Should we expect something similar to Syberia in terms of technicalities?
The game uses a point & click interface, with 3D characters moving in pre rendered backgrounds.
- A while ago Michel Bams mentioned that Lost Partadise will contain some action/adventure parts. Does this mean more action in terms of story or gameplay?
It is not "action" as in "Tomb Raider" :) It is more parts in which the player will have to use other skills than just puzzle solving.
- What are those skills and what "actions" will they require?
Answer in about two months also. Sorry...
- Is the game going to be linear (like most adventure games), multi-linear (Indiana Jones and the Fate Of Atlantis) or non-linear (Discworld Noir)?
More or less, the game is going to be linear. In the sense that there is clearly a start, a mid-point and an end. When you are leaving a sub-world, it means that you have made everything possible.
- What kind of puzzles and obstacles can we expect in Lost Paradise?
Two months again...
- Will the game feature the same amount of intriguing machinery fiddling as Syberia?
Not really...

- What will be the biggest difference between Lost Paradise and you previous games?
I don't know, frankly. For me, a new game is a new creation. I am not thinking in terms of "what could be better, or different...". I an trying to tell a story, and use the best stage in technology and graphics to do so.
- When and on what platforms is the Paradise Lost due to arrive? Should we expect the demo version to come out first?
The demo version should be ready for the E3 exhibition. The game should be released for Christmas this year on PC and XBOX.
Epilogue
- We've come to the end of this interview. Is there anything you would like to say to our readers?
Be happy :)
- Thank you very much for your time.
My pleasure. Thank you for your interest in my work.
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