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Full Chronicles of the Wolf update
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Repeated intro
Greetings, Hunters,
What changed
- Events
- Gameplay
Chronicles of the Wolf changes
We have something truly special for you today,
As we prepare to embark on Mateo Lombardo’s grim journey next week, we caught up with Jeffrey Montoya, the music composer, writer and one of the key creative minds at Migami Games.
In this special Q&A, he discusses the inspirations behind Chronicles of the Wolf, its historical foundations and how the team brought this haunting metroidvania to life.
Q: Where did the initial idea for Chronicles of the Wolf come from? What motivated you to make another metroidvania? Was this always going to follow in the footsteps of The Lecarde Chronicles 2?
A: The initial inspiration for Chronicles of the Wolf stemmed from our desire to make a spiritual successor to our 2017 fangame, Castlevania The Lecarde Chronicles 2. We knew that we wanted to make a metroidvania like that again, but polished and set within a shared continuity with our previous title, the historically-inspired Wallachia: Reign of Dracula.
Q: What sort of research went into crafting the story and setting? How did you land on the Beast of Gévaudan as the game’s central myth?
Steam post image Credit: The film's copyright is owned by Davis Films, Studio Canal France, and TF1 Films Production.
A: I spent some time researching different settings and ideas for our game while Mig started building the game’s engine. I rediscovered the historical events of the mysterious 18th-century Beast of Gévaudan attacks, which took place in southern France. It was a mystifying case I had heard about decades prior from the French film, Brotherhood of the Wolf.
Q: What made the Beast of Gévaudan stand out to you as a villain? Why do you think this piece of history hasn’t been explored more in fiction?
A: There is a shockingly small amount of media and fiction built around the Beast of Gévaudan and I thought it would make the perfect antagonist after Vlad the Impaler in Wallachia: Reign of Dracula.
Q: Was the historical era a good fit for the game’s tone and gameplay?
A: It was auspicious that the history of the Beast was set in the same gothic era as our Lecarde Chronicles games, and it was a great bonus that it took place in the county which Mig resides.
He even took a road trip through the region of Gévaudan for inspiration during development!
Q: Tell us about Mateo Lombardo — who is he, and how does he fit into the world of Chronicles of the Wolf?
A: Turning to the hero of the game, Mateo Lombardo is an apprentice of the Rose Cross Order, which also has historical roots. He is on a quest to become a Knight of the Rose Cross Order by slaying the infamous Beast. I think this is very fitting in a metroidvania game where you gradually become more powerful throughout, like a coming-of-age story. And so you are the young apprentice, left to prove himself.
Q: Mateo is a silent protagonist. Why did you choose that approach? How do you think it impacts the way players experience the game?
A: Players will notice that Mateo is a mostly silent hero. We love this style of storytelling in games as it keeps the dialogue fast, and helps the character maintain a degree of anonymity, which can help make the experience feel more intimate.
Q: Any final thoughts or hopes you have for the players picking up the game?
A: I hope players enjoy the scenes and the vibes we created with this one! I am forever grateful and humbled to have gotten to be a part of this amazing team of artists!
Thanks for joining us on this fascinating behind-the-scenes glimpse into Chronicles of the Wolf with Jeffrey Montoya. We hope this look into the game’s roots has sharpened your blade and stirred your curiosity.
Stay tuned for the next blog post interview with Jeffrey where we discuss the music that brings life to Mateo's adventure through Gévaudan. Until then… keep your torch lit and your reflexes sharp for the 19th June!
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