WEBVTT 00:01.000 --> 00:08.000 We're at Gamescom 2023 and I would have loved to film this interview with the Cathedral in the background 00:08.000 --> 00:12.000 because it would have been very convenient to talk with you guys 00:12.000 --> 00:17.000 and I've played Blasphemous 2, it released yesterday, yesterday was my birthday 00:17.000 --> 00:21.000 so thank you for that gift because the game is a blast, it's Blasphemous 00:21.000 --> 00:27.000 and I enjoyed that a lot and as you know I couldn't complete the first one but I felt good with this one 00:27.000 --> 00:32.000 so first of all congratulations and how do you guys feel other than tired? 00:33.000 --> 00:37.000 We feel very excited seeing the first reaction of the public 00:37.000 --> 00:45.000 we have been waiting a lot to see the reaction of the press and the players 00:45.000 --> 00:47.000 so yeah, exciting times for us 00:48.000 --> 00:56.000 As Enrique said, we are kind of tired because there are so many emotions involved in releasing a game 00:56.000 --> 01:03.000 but we are really happy because we are seeing players starting to reveal secrets 01:03.000 --> 01:10.000 and to see stuff that we thought would take more time for them to find out 01:10.000 --> 01:14.000 and people are already helping each other, for example on Reddit 01:14.000 --> 01:21.000 and discovering the different enemies and the bosses that we have been keeping kind of secretly 01:21.000 --> 01:25.000 so yes, it's a very exciting and very emotional moment 01:27.000 --> 01:31.000 I now have more info, of course when I played the game in Seville it was just the first few minutes 01:31.000 --> 01:35.000 and now I've played the whole thing and it's big actually 01:35.000 --> 01:39.000 and the main new feature is that it's varied 01:39.000 --> 01:46.000 you can choose your path by choosing the weapon from the get-go 01:46.000 --> 01:54.000 so I chose the Sensor, sort of the flail type of weapon because I loved it for the impressions 01:54.000 --> 02:00.000 and it opened up a different path comparing to other players 02:00.000 --> 02:07.000 so my question is, how do you guys try to balance when you choose your weapon 02:07.000 --> 02:11.000 you can access some areas and then you can meet some enemies 02:11.000 --> 02:16.000 and then it will take a good while for you to unlock or to find the second weapon 02:16.000 --> 02:22.000 so how do you approach sort of the, ok this player is going to get to this point 02:22.000 --> 02:28.000 and perhaps they are not ready because they don't have the sword yet or the dual blades 02:28.000 --> 02:30.000 so how do you sort of approach that? 02:30.000 --> 02:34.000 It was a process we did at the very beginning of the development 02:34.000 --> 02:40.000 so we make a lot of trial and error with the level designers 02:40.000 --> 02:43.000 we did this amazing job with the levels 02:43.000 --> 02:51.000 we have to control what part of the game can be revealed due to the weapon they choose 02:51.000 --> 03:00.000 so it's a very long process to have everything organized and prepared for any situation 03:00.000 --> 03:03.000 and in Adventurevania it's a very hard thing to do 03:03.000 --> 03:10.000 but we eventually managed to do the work with the level designers and think all the possibilities 03:11.000 --> 03:21.000 it's a matter of process, hard process and long process to make everything to fit fine 03:21.000 --> 03:28.000 and try to make a lot of people before the launch to play the game 03:28.000 --> 03:33.000 friends and colleagues and staff to test this aspect 03:33.000 --> 03:36.000 How do they feel about the difficulty? 03:37.000 --> 03:42.000 Sometimes I think I got these peaks but of course you can also go back to the map 03:42.000 --> 03:48.000 and try and unlock new, for example, new potions for you to recover health or whatever 03:48.000 --> 03:54.000 or more to unlock more of the skill tree for the weapons 03:54.000 --> 03:55.000 so how do you feel about that? 03:55.000 --> 03:57.000 What did they tell you? 03:57.000 --> 04:03.000 Do you think now that the final game is out that is it perhaps too difficult at times 04:03.000 --> 04:06.000 or it is just a matter of players? 04:06.000 --> 04:12.000 You've got the Metroidvania thing but also this sort of Souls-like touch to it, right? 04:12.000 --> 04:17.000 We have read some comments of people helping each other 04:17.000 --> 04:22.000 so some people find the difficult one part and other players say 04:22.000 --> 04:27.000 hey, I really recommend this weapon instead and this build 04:27.000 --> 04:36.000 so the game allowed players to have more variety of the builds that they can do 04:36.000 --> 04:40.000 and the strategic aspect as well 04:40.000 --> 04:48.000 it's a matter of time that people have the right knowledge to create the exact build 04:48.000 --> 04:52.000 to recommend everybody to certain parts of the game 04:52.000 --> 04:58.000 and yeah, the game allowed players to be more creative and more experimental 04:58.000 --> 05:04.000 to experiment with different altar pieces and the rosary beads and stuff 05:04.000 --> 05:11.000 to do this and we think with this sequel we could allow players to do this 05:11.000 --> 05:15.000 because the first game was a smaller budget 05:15.000 --> 05:20.000 we couldn't do this variety of possibilities 05:20.000 --> 05:25.000 Back in Seville we talked about also art and level design as you mentioned 05:25.000 --> 05:29.000 and you know it's more ambitious as you just said 05:29.000 --> 05:33.000 so what can you tell us about the artistic work that went into it 05:33.000 --> 05:36.000 and how it pays into the lore of the game? 05:36.000 --> 05:39.000 Of course there's much more to learn here 05:39.000 --> 05:42.000 there are much more characters you meet 05:42.000 --> 05:45.000 there is a lot of dialogue which is voiced act 05:45.000 --> 05:48.000 and then there's art supporting all this 05:48.000 --> 05:52.000 so what can you tell us about the work that went into making this lore more ambitious? 05:52.000 --> 05:57.000 We continue the work that we did in Blasphemous 1 05:57.000 --> 06:02.000 because we know people like it and will also like it a lot 06:02.000 --> 06:05.000 so we continue the same path 06:05.000 --> 06:12.000 because this art and lore is a very unique thing in this game 06:12.000 --> 06:14.000 it's the thing that defines this game 06:14.000 --> 06:24.000 so we wanted to continue and we opened the space for more influences 06:24.000 --> 06:28.000 to create a more rich world 06:28.000 --> 06:37.000 we look for new stuff in the southern Spanish culture 06:37.000 --> 06:41.000 new legends, new art, flamenco songs 06:41.000 --> 06:44.000 more music, more of everything 06:44.000 --> 06:46.000 There's a lot of hints in the music, right? 06:46.000 --> 06:48.000 Yeah, a lot of hints 06:48.000 --> 06:55.000 and we have a lot of stuff to be influenced for and be creative 06:55.000 --> 06:59.000 so we did way more stuff than that 06:59.000 --> 07:03.000 and also in the first game we couldn't add stuff 07:03.000 --> 07:07.000 because of the budget limitation, the timing limitation 07:08.000 --> 07:17.000 so in the sequel we had the opportunity to add those stuff eventually in this game 07:17.000 --> 07:20.000 Anything you would like to add here? 07:20.000 --> 07:28.000 As Enrique said, when people ask why did you make a sequel 07:28.000 --> 07:33.000 in part it's because we had so many things that we wanted to add into the first game 07:33.000 --> 07:35.000 like for example the three weapons 07:35.000 --> 07:38.000 it's something that we would have liked to have 07:38.000 --> 07:45.000 people sometimes request it would be nice to have some more variety on the weapons 07:45.000 --> 07:48.000 not only mea culpa, everybody loves mea culpa 07:48.000 --> 07:51.000 but it was something that we wanted to do 07:51.000 --> 07:56.000 and this gave us the opportunity to add all that kind of stuff 07:57.000 --> 08:00.000 And other than richer and deeper 08:00.000 --> 08:05.000 you guys are so stubborn to keep it very cryptic 08:05.000 --> 08:07.000 you told me about that in Seville 08:07.000 --> 08:11.000 we deliberately want it to be cryptic in terms of both 08:11.000 --> 08:14.000 perhaps narrative and also the way you guide the player 08:14.000 --> 08:17.000 I think it's nice in terms of guidance 08:17.000 --> 08:20.000 I think you don't feel lost at all 08:20.000 --> 08:22.000 but what about the narrative itself? 08:22.000 --> 08:24.000 Do you think you went too far? 08:24.000 --> 08:25.000 Sometimes I ask you about difficulty 08:25.000 --> 08:27.000 I think this is another thing 08:27.000 --> 08:30.000 sometimes I really don't know what they mean 08:30.000 --> 08:32.000 perhaps it's me 08:32.000 --> 08:35.000 but sometimes I want to really understand the reference 08:35.000 --> 08:38.000 or understand why this lady is telling me this 08:38.000 --> 08:41.000 in such an obscure way 08:41.000 --> 08:43.000 and sometimes as the penitent one 08:43.000 --> 08:46.000 I think I've lost my purpose 08:46.000 --> 08:49.000 I don't know why am I doing this 08:49.000 --> 08:51.000 what I was doing 08:51.000 --> 08:53.000 why am I heading this way 08:53.000 --> 08:54.000 why do I want to kill these people 08:54.000 --> 08:56.000 so how do you feel about that? 08:56.000 --> 08:58.000 and I know it's deliberate, right? 08:58.000 --> 09:01.000 Yeah, it's a matter of atmosphere 09:01.000 --> 09:03.000 everything is about atmosphere 09:03.000 --> 09:08.000 so we particularly like video games 09:08.000 --> 09:12.000 that give me a space to wonder 09:12.000 --> 09:15.000 to think and to activate my imagination 09:15.000 --> 09:18.000 so nowadays there are a lot of games 09:18.000 --> 09:22.000 that explain a lot to the player 09:22.000 --> 09:23.000 and that's ok 09:23.000 --> 09:25.000 but it's not my personal style 09:25.000 --> 09:29.000 I like games that activate my imagination 09:29.000 --> 09:33.000 and allow me to think and to feel the world 09:33.000 --> 09:34.000 in a special way 09:34.000 --> 09:37.000 so the narrative we did was very poetic 09:37.000 --> 09:39.000 maybe also cryptic as well 09:39.000 --> 09:43.000 but we think it fits with this weird world 09:43.000 --> 09:45.000 that everything is religious 09:45.000 --> 09:50.000 everything is poetic in a special way 09:51.000 --> 09:55.000 sometimes for me as an art director 09:55.000 --> 09:58.000 and the writer 09:58.000 --> 10:04.000 I rather have a character that shocks the player 10:04.000 --> 10:06.000 you have a bunch of those 10:06.000 --> 10:09.000 instead of explaining too much 10:09.000 --> 10:15.000 so I think it's a mix of visual 10:15.000 --> 10:19.000 that helps players to activate their imagination 10:19.000 --> 10:21.000 as maximum as possible 10:21.000 --> 10:25.000 and let the guidance to a side 10:25.000 --> 10:28.000 and all is about atmosphere 10:28.000 --> 10:30.000 he won't give me any clue 10:30.000 --> 10:32.000 for me to understand the game better 10:32.000 --> 10:34.000 you see that, he won't give me anything else 10:34.000 --> 10:38.000 we wanted to create the main plot 10:38.000 --> 10:42.000 very, I think, comprehensible 10:42.000 --> 10:44.000 so the main plot is understandable 10:44.000 --> 10:48.000 but the game is full of little stories 10:49.000 --> 10:53.000 I like to say that Blasphemous is not one story 10:53.000 --> 10:57.000 but a story made of small stories 10:57.000 --> 11:01.000 like small legends that live together in a world 11:01.000 --> 11:05.000 so you can read the item descriptions 11:05.000 --> 11:11.000 and you will find a short tale about that item 11:11.000 --> 11:13.000 that is interesting to keep in mind 11:13.000 --> 11:15.000 because it's also a clue sometimes 11:15.000 --> 11:17.000 on how you can use that item 11:18.000 --> 11:22.000 and you went really innovative in a few things 11:22.000 --> 11:24.000 in terms of gameplay 11:24.000 --> 11:26.000 I don't know for which one is this one 11:26.000 --> 11:30.000 but I enjoyed how you guys used this sun mechanic 11:30.000 --> 11:33.000 and I enjoyed how you guys used this 11:33.000 --> 11:35.000 I don't want to spoil it 11:35.000 --> 11:38.000 but the way you, in a specific scenario 11:38.000 --> 11:41.000 you go from one way of the screen to the other 11:41.000 --> 11:42.000 for example 11:42.000 --> 11:44.000 or how there's a specific collectible 11:45.000 --> 11:49.000 that makes a ladder or a tower for you to climb 11:49.000 --> 11:52.000 I think those are a bunch of examples 11:52.000 --> 11:54.000 of how you guys try to innovate 11:54.000 --> 11:56.000 into the metroidvania genre 11:56.000 --> 11:58.000 so what can you tell us about this 11:58.000 --> 12:00.000 about this going on? 12:00.000 --> 12:03.000 So many of those features and interactions 12:03.000 --> 12:07.000 are things that really fit into a metroidvania game 12:07.000 --> 12:09.000 and this time we wanted to make 12:09.000 --> 12:13.000 a more pure metroidvania game 12:13.000 --> 12:15.000 because Blasphemous, the first game 12:15.000 --> 12:18.000 is often called a metroidvania 12:18.000 --> 12:21.000 but it's not really a pure metroidvania 12:21.000 --> 12:24.000 there are some zones 12:24.000 --> 12:27.000 that are not really required to traverse 12:27.000 --> 12:31.000 which you can miss and it's okay 12:31.000 --> 12:34.000 but this time you need certain abilities 12:34.000 --> 12:36.000 to get through a new zone 12:36.000 --> 12:38.000 or to enter the new zone 12:38.000 --> 12:41.000 so as we wanted 12:41.000 --> 12:44.000 sorry, as we knew what we wanted to do 12:44.000 --> 12:47.000 we started the game from scratch 12:47.000 --> 12:53.000 we could fit these features into the game 12:53.000 --> 12:57.000 so we could have more creativity 12:57.000 --> 13:02.000 when the game designers had more creativity 13:02.000 --> 13:05.000 they were allowed to explore more new features 13:05.000 --> 13:07.000 more new mechanics and abilities 13:07.000 --> 13:09.000 that couldn't get into the first game 13:09.000 --> 13:12.000 because it was, let's say 13:12.000 --> 13:15.000 that the first game was made with 13:15.000 --> 13:20.000 limited budget and time restrictions 13:20.000 --> 13:25.000 so it was done straight this way 13:25.000 --> 13:28.000 but this time we had more time, the budget 13:28.000 --> 13:32.000 and the knowledge about how to do these things 13:32.000 --> 13:35.000 so there were so many new things to explore 13:35.000 --> 13:38.000 and there are many many things that were left 13:39.000 --> 13:40.000 behind 13:40.000 --> 13:42.000 for a threequel 13:42.000 --> 13:45.000 no no, these are mechanics 13:45.000 --> 13:48.000 that was coming, what's next? 13:48.000 --> 13:50.000 I think this is going to be a runaway success 13:50.000 --> 13:52.000 and congratulations on that 13:52.000 --> 13:54.000 what can we expect next from you guys? 13:54.000 --> 13:56.000 are you actually thinking about 13:56.000 --> 13:58.000 using this universe or something else? 13:58.000 --> 14:00.000 what we expect for sure 14:00.000 --> 14:02.000 are long holidays 14:02.000 --> 14:03.000 alright 14:03.000 --> 14:05.000 is that a game that you want to... 14:06.000 --> 14:10.000 we are waiting for more player reactions 14:10.000 --> 14:11.000 alright 14:11.000 --> 14:12.000 and reviews 14:12.000 --> 14:15.000 we'll think about all of those 14:15.000 --> 14:17.000 to see what we can do 14:17.000 --> 14:18.000 where to head next 14:18.000 --> 14:20.000 I forgot to mention the lost sisters 14:20.000 --> 14:22.000 that's another mechanic that I loved 14:22.000 --> 14:24.000 the way you use audio in there 14:24.000 --> 14:25.000 audio is fantastic in this game 14:25.000 --> 14:27.000 and the way you use audio to find something 14:27.000 --> 14:29.000 I don't want to spoil it but 14:29.000 --> 14:31.000 you sort of use audio to find secrets 14:31.000 --> 14:33.000 and that's interesting 14:33.000 --> 14:35.000 we're almost done here 14:35.000 --> 14:38.000 we also found a bunch of glitches 14:38.000 --> 14:40.000 small bugs etc 14:40.000 --> 14:41.000 I played on the suites 14:41.000 --> 14:43.000 I guess PC is leading here 14:43.000 --> 14:45.000 and then you guys 14:45.000 --> 14:47.000 converted to the suites 14:47.000 --> 14:49.000 they weren't game breaking 14:49.000 --> 14:51.000 only one was specifically annoying 14:51.000 --> 14:53.000 but the rest was like 14:53.000 --> 14:55.000 oh, this just needs some polish 14:55.000 --> 14:56.000 but you can play the game 14:56.000 --> 14:58.000 so what can you tell us about the status of the game 14:58.000 --> 15:00.000 how you plan to patch it 15:00.000 --> 15:01.000 in the upcoming weeks 15:01.000 --> 15:03.000 because it released yesterday 15:03.000 --> 15:06.000 well, the thing is that 15:06.000 --> 15:08.000 the PC version, the Steam version 15:08.000 --> 15:11.000 is the one that leads development 15:11.000 --> 15:14.000 so we create the PC version of the game 15:14.000 --> 15:16.000 and then there's this 15:16.000 --> 15:18.000 porting process 15:18.000 --> 15:21.000 in which the game is taken to different consoles 15:21.000 --> 15:24.000 and this is a process that takes some time 15:24.000 --> 15:28.000 so if you played the PC version of the game 15:28.000 --> 15:30.000 during a review 15:30.000 --> 15:33.000 you would have played the game 15:33.000 --> 15:35.000 that was released yesterday 15:35.000 --> 15:38.000 but if you were reviewing on a console 15:38.000 --> 15:41.000 you might have played a previous version 15:41.000 --> 15:43.000 of the game 15:43.000 --> 15:45.000 which contained some glitches 15:45.000 --> 15:47.000 and some bugs maybe 15:47.000 --> 15:50.000 but most of those were fixed 15:50.000 --> 15:52.000 for the PC version 15:52.000 --> 15:54.000 and anyway 15:54.000 --> 15:56.000 we know that when the game releases 15:56.000 --> 15:59.000 it's played by a huge variety 15:59.000 --> 16:02.000 of players with different PC configurations 16:02.000 --> 16:05.000 and different ways of playing 16:05.000 --> 16:07.000 which is something that 16:07.000 --> 16:09.000 it happens with the three weapons 16:09.000 --> 16:12.000 the different combinations for the board 16:12.000 --> 16:15.000 so we know that 16:15.000 --> 16:17.000 we might get some 16:17.000 --> 16:20.000 issues or some combinations 16:20.000 --> 16:23.000 that might not work 16:23.000 --> 16:26.000 but we already have an eye on those 16:26.000 --> 16:29.000 we already have a few things noted down 16:29.000 --> 16:31.000 the patch is coming 16:31.000 --> 16:33.000 it's coming already 16:33.000 --> 16:35.000 it's not that we have to wait 16:35.000 --> 16:37.000 all right, we have to cut here 16:37.000 --> 16:39.000 so quickly 16:39.000 --> 16:41.000 favorite character or boss 16:41.000 --> 16:43.000 and I start 16:43.000 --> 16:45.000 El Afilador 16:45.000 --> 16:47.000 Orospina 16:47.000 --> 16:49.000 Ok, thank you so much for your time guys 16:49.000 --> 16:51.000 enjoy the success 16:51.000 --> 16:53.000 I think it's really nice 16:53.000 --> 16:55.000 and I think it's a celebration 16:55.000 --> 16:57.000 see you back in Spain 16:57.000 --> 16:59.000 thank you very much