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	<title>liberated &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Liberated Interview &#8211; Inspirations, Challenges, Post-Launch Plans, and More</title>
		<link>https://gamingbolt.com/liberated-interview-inspirations-challenges-post-launch-plans-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 18 Aug 2020 13:45:33 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=452395</guid>

					<description><![CDATA[Walkabout Games' head of business development Piotr Gnyp speaks with GamingBolt about the recently released "playable graphic novel".]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">L</span>iberated </em>is a game that many people had been curious about for a while. With its unique &#8220;graphic novel in motion&#8221; hook, it promised something that we don&#8217;t often see it in games, and after its recent launch, people have been able to dive into the game and get a taste of what it offers. Reception is currently somewhat mixed- there are parts of the game that many enjoy, and that many don&#8217;t. To talk about the game, its development, what its post-launch support is going to look like, and more, we recently reached out to the people behind it. You can read our conversation with publisher Walkabout Games&#8217; head of business development Piotr Gnyp below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-408068" src="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3.jpg" alt="liberated" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3.jpg 1919w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Comics are super dynamic. You don’t linger long on a single panel. You move, and fast. We had to avoid long stretches of gameplay or story. It’s quite far from traditional video game design, where you watch a 5-minute cutscene and play for 30 minutes."</p>
<p><strong>Congratulations on the launch of <em>Liberated</em>! How does it feel to finally have your game out there?</strong></p>
<p>It’s like reaching the end of a challenging road. We’ve created not just the game, but also our own Playable Graphic Novel framework. There were no guidelines or tutorials on how to do it, nobody knew how to properly put it together or pace it. We’ve learned a lot, and even though we are happy with what we’ve achieved, we know we can improve and put our knowledge to use in future projects.</p>
<p><strong>What were the biggest challenges you faced during the development of <em>Liberated</em>?</strong></p>
<p>Let’s say it was the pacing. Comics are super dynamic. You don’t linger long on a single panel. You move, and fast. We had to avoid long stretches of gameplay or story. It’s quite far from traditional video game design, where you watch a 5-minute cutscene and play for 30 minutes. Also, technically, the game is more complex than it might seem. There are three separate cameras working simultaneously to show you the book, the page, and what’s in the panels. We had to come up with technical tricks applied to make you feel like you’re interacting with a ‘genuine’ graphic novel.</p>
<p><strong><em>Liberated&#8217;s</em></strong><strong> comic book look is one of its most standout aspects, and something that audiences have been responding to very positively. How did that come about as a concept, and were there any particular inspirations for that style?</strong></p>
<p>It’s actually a long story. One of our producers had this idea for a playable comic book in mind that took shape when he was a teen. A couple of years ago he met Marek, our game director, who shared his idea for a dystopian story. This seemed like an opportunity to create the first Playable Graphic Novel. Some time has passed, and here we are today, with <em>Liberated</em> out on both Nintendo Switch and PC.</p>
<p>As for the style, there were numerous inspirations in the form of comic books and movies. From Frank Miller and Will Eisner to Alan Moore and Warren Ellis, to <em>Strange Days </em>or <em>The Matrix</em>.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image.jpg"><img decoding="async" class="aligncenter wp-image-408070" src="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image.jpg" alt="liberated" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We’d love to bring it to every possible platform, but at this point, we cannot confirm this will happen. The same goes for next-gen platforms."</p>
<p><strong>Since the game&#8217;s launch, is&nbsp;there any particular bit of feedback or criticism from the community that stands out to you and that you are considering addressing with future updates?</strong></p>
<p>Everyone seemed to enjoy the punchiness of the combat, however the way we arranged our set-pieces could be improved, and we agree. We intend to engage our players more through more complex combat situations. We purposefully kept them simple in <em>Liberated</em> to maintain the comic book pacing I mentioned, but I think there’s enough room to make each encounter stand out and become its own challenge.</p>
<p><strong>Given the way <em>Liberated</em> ends, and its nature as a comic-style adventure, is a potential sequel something you&#8217;ve given any thought to?</strong></p>
<p>First, we need to provide the post-launch service and make sure <em>Liberated</em> is as good as it can be. Then, we want to implement the new PC features (free DLC chapters, voice-overs, etc.) to the Switch edition. After that, we’d love to do more with this world. We made sure it’s ready for expansion. It would be cool to see what happens next, or maybe what had to happen to turn our reality into this grim dystopia.</p>
<p><strong>Do you have any plans to bring the game to PS4 and Xbox One?</strong></p>
<p>We’d love to bring it to every possible platform, but at this point, we cannot confirm this will happen. The same goes for next-gen platforms.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">452395</post-id>	</item>
		<item>
		<title>Liberated Interview &#8211; Graphic Novel In Motion</title>
		<link>https://gamingbolt.com/liberated-interview-graphic-novel-in-motion</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 14 Aug 2019 07:54:50 +0000</pubDate>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=408077</guid>

					<description><![CDATA[Walkabout communications manager Konrad Wałkuski speaks with GamingBolt about the graphic adventure title.]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">L</span>iberated </em>is the kind of game that immediate looks unique and interesting. How much justice it&#8217;ll do to its look is something that we cannot possibly know yet, but one look at its impressive motion graphic novel style, its dystopian setting, and its unique blend of narrative and gameplay is enough to pique anyone&#8217;s interest- ours included. Piqued as our interest was, then, we recently sent across some of our questions about the game to the people responsible for it, hoping to get to know more about the title. The questions below were answered by publisher Walkabout&#8217; communications manager Konrad Wałkuski.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-2.jpg"><img decoding="async" class="aligncenter wp-image-408067" src="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-2.jpg" alt="liberated" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-2.jpg 1919w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-2-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Why comics? Simply because we love them. It’s a one-of-a-kind storytelling medium, and we believe great graphic novels are works of literary and visual art. So <em>Liberated</em> is our love letter to the medium, in a digital space."</p>
<p><strong>Why did you decide to go with motion comic storytelling for this game?</strong></p>
<p>Why comics? Simply because we love them. It’s a one-of-a-kind storytelling medium, and we believe great graphic novels are works of literary and visual art. So <em>Liberated</em> is our love letter to the medium, in a digital space.</p>
<p>Our work began years ago on an interactive graphic novel, the kind that we’ve been seeing pop up here and there for a while. That concept eventually evolved into what <em>Liberated</em> is today: a blend of comic book and rich action game.</p>
<p>It’s one of those things that everyone thinks about, but nobody has really done in the way that <em>Liberated</em> does it.</p>
<p>Creating a “playable comic” let us breathe new life into the classic format, and that’s the philosophy behind what we’re doing—honor the medium, and enrich it via all the cool stuff we can do digitally.</p>
<p><em>Liberated</em> very much captures that familiar reading experience: the skeuomorphism and visuals, natural transitions between panels and pages, a story told via standalone issues.</p>
<p>That also defines how <em>Liberated</em> is being created: our first “build” of <em>Liberated</em> was a hand-drawn comic.</p>
<p><strong>The premise of <em>Liberated</em> is a very interesting one, and one that has a lot of connections with the real world- is this a story that is looking to have some level of commentary on the real world, or are you instead looking to craft something that is more fiction?</strong></p>
<p><em>Liberated</em> should feel familiar. The world is grounded in reality and players will very much recognize the themes, conflicts, and technology in this story.</p>
<p>We consider it a near-future cyberpunk setting, there is very little sci-fi here. <em>Liberated</em> is not so much about showing off a “cool future”, instead we explore the punk in cyberpunk—rebellion, a struggle against the rise of fascism, corporate power, weaponized misinformation, surveillance technology. The Liberated are a group on the fringe of society which is otherwise disinterested, even complicit.</p>
<p><strong>How divergent can players expect the branching narrative of <em>Liberated</em> to be?</strong></p>
<p>Players will have choices in how they’ll approach certain situations, which will affect how gameplay, dialogues, and comic pages play out. For example, early on in the game you’ll be faced with a police search and will have to choose whether you want to try your luck at an escape or play along and surrender. If you decide to run, you’ll play out an action sequence as you flee across rooftops; otherwise, you’ll be taken in for questioning right away to a somewhat more amicable interrogator.</p>
<p>You’ll face more substantial choices as well, these might affect dialogues, gameplay, and world details. That said, we’re approaching <em>Liberated</em> very much like a traditional graphic novel—there is an important story here that we want to tell.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-408068" src="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3.jpg" alt="liberated" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3.jpg 1919w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-3-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The act of playing a video game within comic panels, is a really striking experience. It works for <em>Liberated</em>, and I think it can work for a slew of other comic book stories as well."</p>
<p><strong>The decision to combine visual novel style storytelling with fully playable action sequences is an interesting one- how did you decide to go with such an approach?<br />
</strong></p>
<p>The Visual Novel genre, as well as “interactive comics” (like <em>Protanopia</em>) have been doing great things with rich storytelling for a while—animation, interactivity—but these are still mostly passive experiences, they’re pretty basic in the traditional gameplay sense that you’d expect from a video game.</p>
<p>So we’ve decided to take this rich storytelling philosophy and combine it with substantial, rewarding gameplay. The end result, the act of playing a video game within comic panels, is a really striking experience. It works for <em>Liberated</em>, and I think it can work for a slew of other comic book stories as well.</p>
<p><strong>Does the game emphasize one of those two aspects more than the other?</strong></p>
<p>It really varies from issue to issue. Our goal is for both aspects to be equally meaningful, so the emphasis can be freely determined by the story in a given issue.</p>
<p>Issue #1 of <em>Liberated</em> is roughly 50/50 – it’s an introduction to the world and the gameplay. And once the story gets going by Issue #2 we can go more action-heavy for example.</p>
<p>Future issues will experiment with the ratios, we’re still iterating and playtesting, and the first four issues of <em>Liberated</em> are just the beginning. So much about this format is completely new,&nbsp; that we need to see how players respond and understand what they enjoy.</p>
<p><strong>Can you speak to us a bit about what sort of stealth mechanics will be at play in <em>Liberated</em>? On top of that, what can players expect from the combat and platforming sections?</strong></p>
<p>Overall we’re aiming for slow-and-steady, deliberate gameplay. Vulnerability, trial and error—there is no run-and-gun power trip here. But the flow in each sequence will wholly depend on the situation you’re in and where the story takes you.</p>
<p>So in Issue #1 for example you’ll face several kinds of challenges: early on you’re still unarmed and need to slowly make your way past police patrols. So your tools are patience and observing patterns. A bit later you might end up in the escape sequence I mentioned earlier, so you’ll need to keep moving and watch your step as you leap from rooftop to rooftop.</p>
<p>Finally, you’ll face an infiltration sequence where you can use a mix of stealth and gunplay to make it into a government compound. Bring too much attention to yourself, and the combat challenge will become more difficult.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-408069" src="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-4.jpg" alt="liberated" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-4.jpg 1919w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-4-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The Nintendo Switch is a wonderful console, and we think it’ll be where <em>Liberated</em> really shines thanks to the flexibility. Just like you would with a comic, you can cozy up with your Switch at home and enjoy the story in handheld mode or on the big screen—but you’re also free to take it with you and read a few pages on your daily commute."</p>
<p><strong>As an indie developer, what is your take on the Nintendo Switch, which seems to have become a haven for ambitious indie titles?</strong></p>
<p>The Nintendo Switch is a wonderful console, and we think it’ll be where <em>Liberated</em> really shines thanks to the flexibility. Just like you would with a comic, you can cozy up with your Switch at home and enjoy the story in handheld mode or on the big screen—but you’re also free to take it with you and read a few pages on your daily commute.</p>
<p>Everyone that we talk to seems most excited to have <em>Liberated</em> on their Switch, which is why we’re targeting the platform for a day one release alongside PC.</p>
<p><strong>Were there any particular games or any other media that you looked to for inspiration for <em>Liberated</em>?</strong></p>
<p>There’s a lot here to unpack, I think the list of inspirations would be endless whether you’re looking at the format, the art style, or themes.</p>
<p>Naturally graphic novels as a medium have defined our work. We’ve literally read hundreds of comics from all over the world, but we’ve also studied <em>how</em> people read them—the physical act of interacting with a paper comic, understanding how to replicate that digitally. Seemingly mundane things, like how the camera operates and transitions between panels took countless iterations. In a funny way, <em>Liberated</em> is kind of a First Person Perspective game in the sense that the camera works the way your eyes would looking at a comic.</p>
<p>Then there are the pop culture inspirations: games like <em>XIII</em> and <em>Comix Zone</em> have pioneered comic book aesthetics in gameplay, you’ll get <em>Sin City</em> vibes from the art style, you’ll see themes similar to <em>Black Mirror</em> and the film version of <em>V for Vendetta</em>.</p>
<p>And of course, there is a lot of real life in <em>Liberated</em>. Our perspective as a Polish-based studio and everything that we’re exposed to on a daily basis: news, headlines, trends and shifts in political climate and social discourse.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-408070" src="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image.jpg" alt="liberated" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/07/liberated-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"I think that cross-platform gameplay and ownership, including cross-platform saves, are exciting and pro-consumer, so I’m glad we’re starting to hear more about it."</p>
<p><strong>What is your take on Sony’s reluctant policy on crossplay with Xbox and Nintendo? </strong><strong>Do you think cross platform will be one of the defining features of next-gen consoles?</strong></p>
<p>I think that cross-platform gameplay and ownership, including cross-platform saves, are exciting and pro-consumer, so I’m glad we’re starting to hear more about it.<em> Liberated</em> is a single-player experience, but how cool would it be to just pick it up and continue the story regardless of the platform you’re on at the moment?</p>
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