{"id":8212,"date":"2022-01-31T19:13:06","date_gmt":"2022-01-31T19:13:06","guid":{"rendered":"https:\/\/mailinvest.blog\/index.php\/2022\/01\/31\/infernax-is-a-gleefully-gory-canadian-developed-castlevania-and-zelda-inspired-romp\/"},"modified":"2022-01-31T19:13:06","modified_gmt":"2022-01-31T19:13:06","slug":"infernax-is-a-gleefully-gory-canadian-developed-castlevania-and-zelda-inspired-romp","status":"publish","type":"post","link":"https:\/\/mailinvest.blog\/index.php\/2022\/01\/31\/infernax-is-a-gleefully-gory-canadian-developed-castlevania-and-zelda-inspired-romp\/","title":{"rendered":"Infernax is a gleefully gory Canadian-developed Castlevania and Zelda-inspired romp"},"content":{"rendered":"<p> <a href=\"https:\/\/go.fiverr.com\/visit\/?bta=1052423&nci=17043\" Target=\"_Top\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" src=\"https:\/\/mailinvest.blog\/wp-content\/themes\/breek\/assets\/images\/transparent.gif\" data-lazy=\"true\" data-src=\"https:\/\/fiverr.ck-cdn.com\/tn\/serve\/?cid=40081059\"  width=\"601\" height=\"201\"><\/a>\n<\/p>\n<div>\n<p>At this point, it\u2019s not uncommon to say a game is \u201cinspired by\u00a0<em>Castlevania<\/em>.\u201d After all, the Konami gothic horror action-adventure\/platformer series is one of gaming\u2019s all-time greats.<\/p>\n<p>But\u00a0<em>Infernax<\/em>, the latest game to wear those\u00a0<em>Castlevania\u00a0<\/em>inspirations proudly on its shoulder, is doing things a bit differently. To be sure, <em>Infernax\u00a0<\/em>takes cues from both\u00a0<em>Castlevania II: Simon\u2019s Quest\u00a0<\/em>and\u00a0<em>The Legend of Zelda II: Adventure of Link\u00a0<\/em>to deliver a 2D Medieval monster-killing adventure. However, <a href=\"http:\/\/www.berzerkstudio.com\/\" target=\"_blank\" rel=\"noopener\" data-old-href=\"http:\/\/www.berzerkstudio.com\/\" data-lasso-id=\"170315\">Berzerk<\/a> \u2014 the game\u2019s Quebec City-based indie developer that primarily consists of three people \u2014 is taking some steps to make the experience its own.<\/p>\n<p><span class=\"embed-youtube\" style=\"text-align:center; display: block;\"><iframe loading=\"lazy\" title=\"Infernax - Release Date Reveal Trailer | PS4\" width=\"720\" height=\"405\" data-lazy=\"true\" data-src=\"https:\/\/www.youtube.com\/embed\/oeWqzYmfOu4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/span><\/p>\n<p>According to Mike Ducarme, Berzerk\u2019s self-proclaimed \u2018Word Wizard\/Cat Herder,\u2019 it\u2019s been about a 10-year process to make <em>Infernax<\/em>. At the time, it started as a side project for Infernax, which had a desire to make the \u00fcber badass, violent that he says a \u201csugar powered kid\u201d would have dreamed up. But as Ducarme notes, Infernax was making Flash games then, which didn\u2019t jive well with the\u00a0<em>Infernax\u00a0<\/em>concept.<\/p>\n<p>\u201cFlash games were not known to be well-received when they were too violent. So we could not find any funding. So we ended up just shelving it for a while and just work on it again when we thought we could make it on our own dime. And we never could until now, like three years ago, when we finally got success through console games with [our 2018 action-rhythm game] <em><a href=\"https:\/\/www.justshapesandbeats.com\/\" target=\"_blank\" rel=\"noopener\" data-old-href=\"https:\/\/www.justshapesandbeats.com\/\" data-lasso-id=\"166925\">Just Shapes &amp; Beats<\/a>. <\/em>We decided we could make a new console game with this now, and we\u2019ll make it at the scope we wanted, not just a two-week project.\u201d<\/p>\n<p>Finding the support of publisher The Arcade Crew proved inessential, as it helped the predominantly three-person team \u2014 consisting of Ducarme, Etienne Jean and Simon \u201cLachhh\u201d Lachance \u2014 bring on a few extra people to help out. As Ducarme points out, crafting that\u00a0<em>Castlevania<\/em>-esque NES art style was \u201csuper hard,\u201d especially given the team\u2019s prior experience with Flash games, not pixel-based titles.<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" class=\"aligncenter wp-image-852631 size-full\" src=\"https:\/\/mailinvest.blog\/wp-content\/themes\/breek\/assets\/images\/transparent.gif\" data-lazy=\"true\" data-src=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat.jpg\" alt=\"Infernax combat\" width=\"1920\" height=\"1080\" data-srcset=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat.jpg 1920w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-300x169.jpg 300w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-1024x576.jpg 1024w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-768x432.jpg 768w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-1536x864.jpg 1536w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-417x235.jpg 417w\" data-sizes=\"auto, (max-width: 1920px) 100vw, 1920px\"\/><\/p>\n<p>\u201cWe didn\u2019t have the technology when we first started because we couldn\u2019t just take an \u2018NES Maker\u2019 \u2014 we weren\u2019t making a Flash. And there was no pipeline yet because it was before <em>Shovel Knight<\/em>, it was before <em>Mercenary Kings<\/em>, it was before every single pixel game back then \u2014 pixels were not the new genre coming out; that came like a year after when we first started.\u201d<\/p>\n<p>He says \u201cthat handcrafted Flash style\u201d was \u201cnot very compatible with pixel art,\u201d prompting the team to play a bunch of pixel games from which they could draw inspiration. Ultimately, the finished product speaks for itself \u2014 it looks right at home with something like <em>Castlevania: Rondo of Blood.\u00a0<\/em><\/p>\n<p>But visuals, of course, are only one part of the experience.<\/p>\n<h2>Kicking it old-school<\/h2>\n<p>In the game, you play as a great knight named Alcedor who returns to his homeland, only to find that it\u2019s been overrun by deadly creatures. To fight off these enemies, you\u2019ll wield a mace, shield and magical abilities, earning XP to upgrade Alcedor and coin to purchase new gear.<\/p>\n<p>Structurally,\u00a0<em>Infernax\u00a0<\/em>has an \u201copen-world\u201d of sorts, in which players come across dungeons, towns, bosses and secrets. But Ducarme says it\u2019s definitely more like <em>The Adventure of Link\u00a0<\/em>in terms of scope.<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" class=\"aligncenter wp-image-852629 size-full\" src=\"https:\/\/mailinvest.blog\/wp-content\/themes\/breek\/assets\/images\/transparent.gif\" data-lazy=\"true\" data-src=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town.jpg\" alt=\"Infernax shop\" width=\"1920\" height=\"1080\" data-srcset=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town.jpg 1920w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town-300x169.jpg 300w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town-1024x576.jpg 1024w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town-768x432.jpg 768w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town-1536x864.jpg 1536w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-town-417x235.jpg 417w\" data-sizes=\"auto, (max-width: 1920px) 100vw, 1920px\"\/><\/p>\n<p>\u201cThe inspiration is definitely <em>Zelda II\u00a0<\/em>for that because this entire map has got smaller villages, and in each village, you would have quests. And the difficulty about it was just making it big enough so that people would see that it\u2019s a world, but not too big that people would just see it as a grind of going between towns when they don\u2019t have this spell that will travel them to town, and stuff like that. So we needed to find that sweet spot of between too long and not long enough, which is hard because everybody else has different opinions about it.\u201d<\/p>\n<p><iframe loading=\"lazy\" style=\"position: absolute; top: 0; left: 0;\" data-lazy=\"true\" data-src=\"https:\/\/gfycat.com\/ifr\/VengefulElatedAttwatersprairiechicken\" width=\"100%\" height=\"100%\" frameborder=\"0\" scrolling=\"no\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p>But <em>Infernax<\/em> changes up the game a bit in terms of how you actually interact with the world. That\u2019s because the game has a light choice system that affects how certain events play out over time and even leads to different endings. For instance, Ducarme says saving someone might have one particular impact, while letting them die might reward you in a different way via another yet-to-be-seen faction.<\/p>\n<p>\u201cIt\u2019s a battle between good and evil, but we don\u2019t want to say \u2018good versus evil.\u2019 It\u2019s more like, \u2018good and bad,\u2019 because it\u2019s not actually evil, you\u2019re just not doing the right thing, according to the game, but according to your character, you\u2019re doing it in character, basically. So you\u2019re just aligning yourself with different factions, [which] will unlock different quests, different weapons, different spells. But if you decide to just do a bit of both, you will have something different entirely than if you just went full-on that side, or full-on that side. You can do a mix-and-match \u2014 the story will always follow, but you will have different abilities.\u201d<\/p>\n<h2>Making things more inviting and fun<\/h2>\n<p>Commendably, Berzerk has also made a conscious effort to try to make the game more accessible to welcome more players. But as <a href=\"https:\/\/blog.playstation.com\/2022\/01\/11\/creating-infernax-the-retro-game-of-berzerk-studios-childhood-dreams\/\" target=\"_blank\" rel=\"noopener\" data-old-href=\"https:\/\/blog.playstation.com\/2022\/01\/11\/creating-infernax-the-retro-game-of-berzerk-studios-childhood-dreams\/\" data-lasso-id=\"170309\">Ducarme wrote on the PlayStation Blog<\/a>, \u201caccessibility and old school design go hand in hand about as well as anchovies on a pizza.\u201d It\u2019s a fair point; <a href=\"https:\/\/mobilesyrup.com\/2021\/05\/20\/steve-saylor-blind-gamer-global-accessibility-awareness-day-interview\/\" data-old-href=\"https:\/\/mobilesyrup.com\/2021\/05\/20\/steve-saylor-blind-gamer-global-accessibility-awareness-day-interview\/\" data-lasso-id=\"170310\">while it\u2019s an ongoing conversation nowadays<\/a>, that certainly wasn\u2019t the case in the \u201980s. At the same time, Berzerk wanted to keep the game challenging. While the team has added different difficulty modes and cheats to assist players, Ducarme admits this was a difficult balance to strike.<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" class=\"aligncenter wp-image-852633 size-full\" src=\"https:\/\/mailinvest.blog\/wp-content\/themes\/breek\/assets\/images\/transparent.gif\" data-lazy=\"true\" data-src=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2.jpg\" alt=\"Infernax combat\" width=\"1920\" height=\"1080\" data-srcset=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2.jpg 1920w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2-300x169.jpg 300w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2-1024x576.jpg 1024w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2-768x432.jpg 768w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2-1536x864.jpg 1536w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-combat-2-417x235.jpg 417w\" data-sizes=\"auto, (max-width: 1920px) 100vw, 1920px\"\/><\/p>\n<p>\u201cThe thing with old-school design was that it was hard on two parts: you had to do it all perfectly, and you had to do it perfectly for a long time. You had two points of saves, and you just have to do it perfectly every single time you die to relearn that entire part,\u201d he says. \u201cSo without filtering out the difficulty, because we didn\u2019t think that would be respectful to the players and say \u2018well, if you\u2019re not good enough for this, we\u2019re going to make it easier,\u2019 we just decided to make more checkpoints. Therefore, you will have the same difficulty but you have more chances at it. Whenever you do it, you\u2019ll have quicker checkpoints, so you don\u2019t have to learn that entire passthrough, you just have to learn this part.\u201d<\/p>\n<p>At the same time, he concedes that this is Berzerk\u2019s first real attempt at accessibility, so it\u2019s been a learning experience for the team.<\/p>\n<p>\u201cThere\u2019s nothing revolutionary there because we\u2019re not experts [on that]. We used to make Flash games back then all we had to make sure is that people will not have seizures when playing the game. So this is all new to us. We\u2019re learning something new every day about it, and it\u2019s scary because it\u2019s, honestly, people\u2019s lives. But it\u2019s also super comforting that whatever we try to implement is probably going to at least be appreciated by the people that are affected by [disabilities].<\/p>\n<p>For all the game\u2019s difficulty, though, Berzerk is also trying to keep things light. Watch a bit of\u00a0<em>Infernax<\/em> gameplay and you\u2019ll see that it\u2019s got some humour to it, particularly through the comically over-the-top death animations for Alcedor. The game even has an endearing, fun marketing campaign.<\/p>\n<blockquote class=\"twitter-tweet\" data-width=\"500\" data-dnt=\"true\">\n<p lang=\"en\" dir=\"ltr\">It&#8217;s Friday so I&#8217;m gonna post the original Infernax trailer and no one can stop me. <a href=\"https:\/\/t.co\/rQLUIg52Wz\">pic.twitter.com\/rQLUIg52Wz<\/a><\/p>\n<p>\u2014 INFERNAX (@infernax) <a href=\"https:\/\/twitter.com\/infernax\/status\/1482100271237206016?ref_src=twsrc%5Etfw\">January 14, 2022<\/a><\/p>\n<\/blockquote>\n<p>\u201cThat came from the brain of Etienne, our credited director,\u201d says Ducarme of the game\u2019s blood and gore.<\/p>\n<p>\u201cHe\u2019s the kind of guy who will just bury down in his cave and just read books about stuff like Lovecraft \u2014 horror and stuff like that. We decided, \u2018well, we should make all the monsters be so disgusting that it makes you feel uneasy, and things like that. So he just inspired himself from a bunch of other media \u2014 a lot of other games like <em>Contra<\/em>, that would have big floating brains with robot parts, which is right down our alley.\u201d<\/p>\n<p>That said, Ducarme is quick to mention that the team isn\u2019t leaning completely into levity.<\/p>\n<p>\u201cWe didn\u2019t want to go full throttle [with] humour, because we didn\u2019t think it would [do] the game justice. Because the story behind it is kind of serious, but we still wanted to have that lightheartedness. Because we\u2019re not serious people, we\u2019re grown-ass adults. But we\u2019re grown-ass kids more than adults,\u201d he explains with a laugh.<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" class=\"aligncenter wp-image-852630 size-full\" src=\"https:\/\/mailinvest.blog\/wp-content\/themes\/breek\/assets\/images\/transparent.gif\" data-lazy=\"true\" data-src=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death.jpeg\" alt=\"Infernax death\" width=\"1600\" height=\"900\" data-srcset=\"https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death.jpeg 1600w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death-300x169.jpeg 300w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death-1024x576.jpeg 1024w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death-768x432.jpeg 768w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death-1536x864.jpeg 1536w, https:\/\/cdn.mobilesyrup.com\/wp-content\/uploads\/2022\/01\/infernax-death-417x235.jpeg 417w\" data-sizes=\"auto, (max-width: 1600px) 100vw, 1600px\"\/><\/p>\n<p>\u201cSo we tried to infuse that with more of a humorous side, but not too much that it weighed down the story. Sometimes there are things that are so over-the-top that it\u2019s funny. Like there\u2019s a guy hanging out by a door and there\u2019s just a big cleaver coming up and ripping everybody out. And that\u2019s the joke, but the story is not that funny. It\u2019s more about the situation that could be funny if you have a twisted mind like us. But since we\u2019re not serious people, just making a super serious game about a serious thing would not have worked at all \u2014 we still need them to have that little funny thing, or we could not tell the story correctly.\u201d<\/p>\n<p>Ducarme concludes the interview by pointing out one other thing he\u2019d like people to look out for.<\/p>\n<p>\u201cI\u2019m so excited for people to find our easter eggs. We have so many of them in there just hidden somewhere \u2014 all callbacks to older games [including our own], and just random endings you should not find collar games, and just random endings that you should not find. \u2018Well, now I see this cutscene for no reason, because I just did something dumb that shouldn\u2019t have happened.\u2019 [It\u2019s about] rewarding people for thinking outside the box and finding out new ways to die or new ways to do things.\u201d<\/p>\n<p><em>Infernax\u00a0<\/em>will release on PC, Nintendo Switch, Xbox Series X\/S, PlayStation 4, and Xbox One on February 14th, 2022.<\/p>\n<\/div>\n<p><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><br \/>\n<br \/><iframe data-lazy=\"true\" data-src=\"https:\/\/www.fiverr.com\/gig_widgets?id=U2FsdGVkX18x7XQvttUTrv1oEqmGNGTgvvCUiUoJ\/AP4z\/UyMz8lXGOLpu15jIMxBbTR0gmD5uBoFvhC4KWeALQRp3h\/X\/AwcVD0K8Wj9H\/ZzYKzcCNHosB9oS4SCJJFWiN85P9ICAc4OgCoE\/wHKIY7CDkf2\/DQ1vqGvk4smVe5cRDEmrLPCWi4FC8p40VUhSmWQ5udCm0zoJtorgWv3vbDQw0kKYkwn39ozAnQXDe+YvWMxkLFWA+O3TFwkJvdkIK+\/AUSnRssPKt5WHY0FhNOxnSPcLslEL4G4\/RfP95ve99U+kRnDy3X+KtzdQLY+u935ghON\/o3UE4IMv9oN6JX9RnxzL\/LRcOgnHigxStSGPKsZYtnz8RWNVT\/rOLAibqiWJadC5MYHRbekF3eg6FOGrQGkXYbsn0+a5aovnlLCbLwIqY9fcS17UX8J235iQ6cdmHNbrPeS84CMm34RA==&affiliate_id=1052423&strip_google_tagmanager=true\" loading=\"lazy\" data-with-title=\"true\" class=\"fiverr_nga_frame\" frameborder=\"0\" height=\"350\" width=\"100%\" referrerpolicy=\"no-referrer-when-downgrade\" data-mode=\"random_gigs\" onload=\" var frame = this; var script = document.createElement('script'); script.addEventListener('load', function() { window.FW_SDK.register(frame); }); script.setAttribute('src', 'https:\/\/www.fiverr.com\/gig_widgets\/sdk'); document.body.appendChild(script); \" ><\/iframe>\n<br \/><a href=\"https:\/\/mobilesyrup.com\/2022\/01\/31\/infernax-berzerk-mike-ducarme-canadian-developer-interview\/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=infernax-berzerk-mike-ducarme-canadian-developer-interview\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>At this point, it\u2019s not uncommon to say a game is \u201cinspired by\u00a0Castlevania.\u201d After all, the Konami gothic horror action-adventure\/platformer series is one of gaming\u2019s&#8230;<\/p>\n","protected":false},"author":1,"featured_media":8213,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-8212","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-universe"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Infernax is a gleefully gory Canadian-developed Castlevania and Zelda-inspired romp - mailinvest.blog<\/title>\n<meta name=\"description\" content=\"Technology is forever changing, and there are always new pieces of technology to replace obsolete ones. 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