During Gamescom 2016, we also found the studio Witching Hour with their latest game, Masquerada. We found Brian Kewk, who is the executive producer of the studio as well as the person behind the publishing company, Ysbryd Games.
“The game is inspired by RPGs like Dragon Age,” said Brian. It is set in a city where masks give people powers and since “everyone wants a mask,” it only makes sense that this creates a social divide in society, bringing a rather deep political aspect to the game. The player takes control of Sicero, a former detective, who has been called back into action to investigate a hard case.
Having tried the game, from the few things I was able to tell, I quite loved the feel of it and how the lore blends in with the gameplay (the masks giving our characters powers).
In the turmoil-ridden Citte della Ombre, religion holds no sway. Only the songs sung of one’s deeds will carry an Ombrian’s legacy beyond death. Those who hold even the smallest morsel of power will make every effort to ensure their songs live on. Enter the Mascherines – masks that grant their wielders the power to channel the elements and cast destructive magic.
The studio is comprised of 14 people and is based in Singapore. The development of the game has started since 2 years ago and one of the hardest parts in preparing the game was balancing the combat system. “It is something that meets the narrative. We want to make it fun but not too easy at the same time,” explained Brian.
The game is planned to fully release next month and the studio plans to also update it after its launch. “We want the experience of playing the game to feel right for as many people as posisble,” said Brian. “We are also planning on bringing the game to PlayStation 4 next year too.”
The game is fully voice-acted and Brian really emphasized on that part, because he said that the studio really went through a lot of work in order to find the right people to voice the characters of the game. “We really spent time on that because we want to build an immersive experience and we really wanted the voice actors to get the emotional feel of the game.”