Hi there! Can you please introduce yourselves?
Hi! My name is Rafal Cywicki (I know my name is hard to pronounce) and I’m the Game Designer behind Grim Legends 3: The Dark City. I was responsible for the story and gameplay.
What was your inspiration behind the plot and the theme in this installment?
We started with the idea of a doomed city brought to ruin by its denizens. What compelled us was the vision of people twisted by their sins into their monstrous selves. From this premise we worked our way backwards: Who are they? What are their sins? How do they relate to each other? At one point we decided to put the story of star-crossed lovers (Gabriel and Camila) in the center to the plot. This is a trope we borrowed from Shakespeare’s Romeo and Juliet. To include the player in the events of the game, we created the Order and made Sylvia and Gabriel part of it. That really brought the story together.
Compared to the previous installments, what is different about The Dark City?
The Dark City is well… much darker compared to previous installments. We walked away from the classic fairy tales and moved more toward the “horror stories” genre. The Dark City is also more story driven and action oriented.
What kind of challenges did you encounter while creating the game?
For me personally this game was probably the most challenging one I have worked on so far. Especially the very beginning of the game. It was redone more than five times to ease the player’s entry into the plot (a lot is going on in the beginning). Also – at one point two months into development – we needed to redesign a big section of the game from scratch to better fit the story. That was a lot of work, but I think it was worth it in the end.
The Dark City featured some amazing visuals, what is your favorite scene in the game?
My favorite locations in the game are probably the Cathedral and the Necropolis. As for the cutscenes, the one on top of the crane is amazing.
How long did it take to develop the game?
For many different reasons this game took a long time to develop. Longer than any of us expected. Including the preproduction it took almost two years. We promise we won’t make you wait so much for another one.
Are there any upcoming projects or sequels currently in development that you would like to share with us and the readers?
We have more ideas than we can count, but we don’t have any of them in development right now. There will be another long-awaited HOPA game released this year: Enigmatis 3.