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Download "Tales of Kenzera: ZAU's Director Explains The Metroidvania's Spirit"

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Nintendo Switch
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PlayStation 5
Surgent Studios
Tales of Kenzera: Zau
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tales of kenzera: ZAU
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Metroidvania Games
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Tales of Kenzera Zau Interview
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IGN Interview
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assassin's creed origins
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  • ruRussian
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00:00:07
hello and Beyond Tales of Kera is the
00:00:10
gorgeous new action platformer from
00:00:12
sergeon Studios and ABA Saleem who is
00:00:15
here to tell us all about it himself hey
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Abu what's up what's going on for that
00:00:22
was really cool that was you know you
00:00:24
know it's so funny every time I get
00:00:26
introduced I'm always a bit like oh boy
00:00:28
oh boy it's real oh boy
00:00:32
real it's so honestly it's it's very
00:00:35
surreal because again like the game was
00:00:37
such a secret for so long and now like
00:00:40
normally I'm used to people being like
00:00:41
Oh yeah it's a boo from Raised by Wolves
00:00:43
or a boo from a TV show now it's like
00:00:45
that you're saying the name of the game
00:00:46
I'm like oh it's it's it's
00:00:49
coming yeah this this is this is on you
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this time like you can't you know you
00:00:53
can't just blame all the other people
00:00:54
you worked on or get the praise it's
00:00:56
it's not you know like you did this with
00:00:58
the studio it's it's a small it's a
00:01:00
small team working on this but like yeah
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you're front and center man so no you
00:01:03
know no
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pressure every time someone says no
00:01:07
pressure it's like oh that that means
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pressure doesn't that means real
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pressure um so yeah tell tell us a bit
00:01:14
about the you know the kind of the story
00:01:16
behind this game because you you you
00:01:18
you've been known for acting and
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performance capture and voice acting um
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and then you're like I I want to make a
00:01:24
Metroid Vania like that I there's you
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know like Tom Cruz isn't out there being
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like you know what I got to do I got
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going to make a a 3D collectathon for
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the N64 like I love this about don't bro
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you don't know okay honestly I wouldn't
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surprise me it wouldn't surprise
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me tell us about Tales of Kera yeah so
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so Tales of kzer really came about um as
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it was it was a way of essentially
00:01:52
processing my grief um I lost my father
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10 years ago and it was one of those
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ones where for a while I've it it was
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tough right it's it's always tough I
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mean like the best way I can describe it
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is like it wasn't really part of the
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plan so it kind of took me by surprise
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and and I think you know for 10 years I
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you know I've been kind of going through
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this whole journey as a as a whole and
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four years ago I decided actually you
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know what I I think I know how I can
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process an element of it and it has to
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be through a video game um it it was one
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of those ones as well where
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like death in our family is so common
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like so common because we're so big but
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when it comes so close you or it just
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takes you back a bit so yeah the game is
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you know it's it's inspired by sort of
00:02:41
the banto myths and and and legends you
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know lots of stories that my father
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would tell me as a kid um you know the
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reason why it's I'd say this the reason
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why it's a metroidvania is because I
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think that's the the perfect genre to
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sort of depict grief in the sense that
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you're thrown in the middle of something
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you have no idea about and you've got to
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you work it out as you go along you know
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the longer you spend in it the more
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comfortable you get you know and that's
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essentially grief man and so that's kind
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of you know why it's why it had to be a
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Metro Vania and you know the 2.5d
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sidescroller element is because I used
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to play Sonic with my dad and like that
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you know that kind of feeling I wanted
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to kind of capture in this in this
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game that man I'm sorry you just you
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just completely blew my mind with like
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the Metro Advia is a good genre to
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process death uh that i' I've grieved
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before and like that's just like I mean
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that that you just opened a door for me
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which is what those games are about
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really like man yeah I needed a second
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there damn that was really good um like
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no I was just gonna say like you know
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the thing is it's it's one of those ones
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where every time I've sort of played it
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there is this weird isolated feeling
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that you get from it right that you're
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kind of journeying through this thing
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it's your own experience and you know
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the abilities that you find you find it
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in your own time and I think like that
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that's basically grief man like it's you
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know you find a way to deal with there's
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no sort of right or wrong way there's
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only your way and I think like that's
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essentially what a Metro vainer is
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That's So like on point because you know
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you I I've lost family members I think
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we all have and you know you you get
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past one hump and you're like okay I'm
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doing better and then something else
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hits you and then you're not expecting
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it and you've got to figure out how do I
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move past this now how do I you know how
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do I deal with this how do I process
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this so that's just super powerful like
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spot on like I've never had anybody like
00:04:37
connect Metro vanas to that but like you
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should be teaching Game Theory man like
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like that's like that
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was I like I've I've I've used video
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games to to process death like God of
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War specifically the um yeah the
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rebooted one um but I'd never thought
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about sort of like taking that and
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turning it
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into making something while also
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simultaneously immortalizing a lost one
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which you're which you're doing here um
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yeah no that's it's just like such an
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awesome story um it's I guess it got me
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thinking too like what's interesting
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about what uh Tales of KERO is doing is
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that it it sort of lets you like right
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off the bat right at the start of the
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game one of the first things that struck
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me was like you get you get a double
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jump and an air Dash and your your
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combat feels good and not necessarily
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evolved because you learn more and more
00:05:28
stuff but like it it throws you right in
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with like a lot of maneuverability and a
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lot of like this sort of ancient classic
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Metroid V I mean literally Metroid it
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takes so long to get any sort of
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semblance of like I got some speed all
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right finally I got a wall jump okay
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cool like you're like a couple hours
00:05:45
into the game but what entails a gon era
00:05:46
like you're I'm like oh crap I got a
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double jump and an air Dash immediately
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I see this thing really far from me I
00:05:52
can already get to it so um was that was
00:05:55
that something that you guys you thought
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about like I I want to I want I want I
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want this to be quick right off right at
00:06:00
the gate yeah because again it's it's
00:06:02
that whole thing of again just so the
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thing is right we're like a we're a
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small team so we've got to really sort
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of make sure that every decision counts
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we don't want to uh you know make it you
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know make a choice and have to Pivot
00:06:14
because that will take us ages but
00:06:16
really you know from the get-go I said
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you know I want these abilities these
00:06:20
fun abilities that you kind of get
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because again in life you know I was
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thrown into this sort of deep end but
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I've it's not like I'd kind of you know
00:06:29
come a new
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it's like I had I've had experience I've
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had previous experience past experience
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and I think like that's the best way of
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again you know respecting the and res
00:06:38
and you know kind of communicating
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essentially like Zhao the character has
00:06:44
you know he's living his life he's you
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know he's got history he's got a past
00:06:49
double jump Dash you know all that kind
00:06:51
of you know attacks and wall jumps like
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this is his past and like rather than
00:06:56
give the you know the the player nothing
00:06:58
from the get-go it's like no this is
00:07:01
this is what you've got you've got to
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you know now go ahead on your journey
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and deal with it and I think like that's
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that was something that again to really
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kind of capture and and and sort of
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communicate that element of grief in an
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honest and truthful way you have to
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throw someone in the deep end but with
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at least some tools that you kind of
00:07:19
expect them to have you
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know no I I respect that and I
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appreciate it too as someone who plays a
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lot of Metroid vanas it was awesome to
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just like immediately hit the ground
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running and be like Oh I got some I got
00:07:29
some power and some speed let's let's
00:07:31
kick some butt mhm yeah speaking of huge
00:07:34
Metro vanus can you tell us a little bit
00:07:35
about what it was like not only making
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one but making it one is your first game
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like what did you want to get right like
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overall
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Asia I think I think my team were
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literally like of all the games to make
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as a first one man why
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[Music]
00:07:54
metania yeah you could have done like a
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match three puzzle game they would have
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been like oh that's a little easier we
00:07:59
got you
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know visual novel like man you know and
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the community like they care right the
00:08:08
Metro Community yo we if you're gonna
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make it like step up like don't don't
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come in and say you're just gonna make
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something no it was um it was it was
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good it was tough because I think like
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the the the elements of having to
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balance a lot and play with a lot and
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think about the journey and think about
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pacing of story I think matching story
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with a metro genre like I can totally
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understand why not many games do it
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because there's so much you know there's
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so much to explore there's so much to
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see and to be able to kind of keep the
00:08:38
pacing of a story going in that kind of
00:08:41
space is very hard so it's like you know
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we really had to manage and maneuver a
00:08:47
lot of things at the same time and again
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like the the team as well like the the
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journey has been you know starting a
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studio making our first game forming our
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team for the first time so we don't even
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know each other and we're having to
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figure out how we're going to work with
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one another like it's been and it's been
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such a journey in regards to kind of
00:09:09
conjuring this experience at the same
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time you know we're dealing with covid
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or we're dealing with other elements you
00:09:15
know and it's like oh right I'm learning
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what it means to to run a business I'm
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learning what it means to to write a
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script like it's there's so many
00:09:23
learnings out of this whole thing but
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truly I think the one thing that's been
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really lovely is that we all been driven
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by this mentality of wanting to tell an
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honest and truthful story and I think
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like that has really driven us to to get
00:09:39
to where we are now to like you know to
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the to the end goal to actually shipping
00:09:43
a game it's been
00:09:45
really beautiful to kind of watch us
00:09:48
just grow and and and strengthen and and
00:09:51
become become a team become a studio you
00:09:53
know so yeah the Metro Vania genre is
00:09:56
definitely a tricky and tough one but
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I'm I'm glad we had something that
00:10:00
needed that maneuvering because it
00:10:02
required us to focus and work as a team
00:10:05
a lot more delicately and carefully you
00:10:08
know right and you were you know you've
00:10:11
been doing uh acting performance capture
00:10:14
voice acting all this stuff uh for years
00:10:16
now you were the main character in
00:10:18
Assassin's Creed Origins like was was it
00:10:20
was it like something where you were
00:10:23
part of a contribution to a game where
00:10:25
you're part of a game development right
00:10:27
um that made you go like hey I want to I
00:10:29
want to dig in deeper and and see like
00:10:31
what this whole thing feels like to kind
00:10:33
of take on every element of it it was
00:10:36
it's funny I think so Assassin's Creed
00:10:37
Origins just it sort of made me realize
00:10:39
that even though I've been playing games
00:10:41
all my life like I love games but like
00:10:43
the fact is that with Assassin's Creed
00:10:44
it made me realize that you could have a
00:10:46
job in games which is crazy because I
00:10:48
never thought that you could actually
00:10:49
you know I didn't really realize that
00:10:50
there were people behind these things
00:10:52
making them I I kind of thought you put
00:10:53
like a CD and the PS2 and Gremlins or
00:10:57
something make it happen like I know
00:11:00
like really truly the realities of it
00:11:02
all but what Assassin's Creed did was it
00:11:04
introduced me to players or players and
00:11:07
developers who love games who just truly
00:11:12
love the creation process as well as
00:11:14
playing them and I think like it was
00:11:16
really it's so different from like
00:11:18
working on a TV or a film set where a
00:11:20
lot of the time you know people are
00:11:21
there to just do a job and then they go
00:11:23
home like that's it whereas in games it
00:11:25
feels like there is this passion like
00:11:27
everyone's an artist and they really do
00:11:29
care about what they're doing and what
00:11:31
they're bringing and I think like that's
00:11:33
what I really loved being around I was
00:11:35
also a massive Assassin's Creed fan so I
00:11:37
was constantly when I wasn't filming
00:11:39
which was very rare I was in the offices
00:11:42
testing the game playing the game and
00:11:44
seeing what it was like and asking
00:11:46
questions because I'm I'm I'd asked too
00:11:48
many questions like I'm very very
00:11:50
inquisitive because that's the only way
00:11:51
I can learn essentially right and so for
00:11:54
me you know that kind of opened the my
00:11:57
eyes to it all but it was only until
00:11:59
until like what three three years I
00:12:01
think later until I decided like
00:12:04
actually this is this is what I want to
00:12:06
do and I know Ubisoft isn't necessarily
00:12:09
the best team to kind of like or you
00:12:11
know option because there's like
00:12:12
thousands and thousands upon people
00:12:13
we're only like 30 so it's like such a
00:12:16
different beast but it really did
00:12:19
inspire me and especially Montreal
00:12:20
Montreal's got a real lovely energy
00:12:23
about um game development there that I
00:12:25
think it's very
00:12:27
infectious yeah really cool I I'm glad
00:12:30
you weren't like you know what I got to
00:12:32
do is start a global studio with like 16
00:12:34
different oh my God
00:12:38
absolutely Lord oh my God your passion
00:12:42
like it's it's I've been watching this
00:12:44
game since I think it debuted at game
00:12:45
awards last year and then we had it we
00:12:48
had a segment I think for FanFest this
00:12:50
year um and then like I got to meet you
00:12:53
at GDC and like your passion for this
00:12:56
project in this game is just like it
00:12:58
it's what took this game like I want to
00:12:59
play that too like this is a day one
00:13:01
play for me I need to play this as soon
00:13:03
as it drops and nonstop and like you
00:13:06
know I I've played through it at this
00:13:08
point and I didn't stop and once I
00:13:10
started like legitimately like I just
00:13:13
couldn't put it down um and you know
00:13:15
that's that's a little bit to do with my
00:13:17
like addictive personality of like when
00:13:18
I start something I want to play it all
00:13:20
the way through but I was engrossed
00:13:22
through the whole way through for this
00:13:24
like passion it it's it's showcased
00:13:26
everywhere in this game the from the the
00:13:29
music to the scenery the the the art
00:13:32
just everything it just it screams just
00:13:35
authenticity and passion like you know
00:13:38
how how important was it for you to kind
00:13:40
of nail those aspects especially because
00:13:42
this isn't a location that we often see
00:13:45
um in games I mean you know for me it
00:13:48
was it was very much the sense
00:13:51
of if I I kind of had this mentality and
00:13:54
I think a lot of us did like you know we
00:13:56
only have one chance to essentially uh
00:13:59
do this right so if we really want to do
00:14:01
this right like let's let's let's do it
00:14:04
right and I think for for for us it was
00:14:07
very
00:14:08
much
00:14:10
again so I've I've always kind of led by
00:14:12
this this this thought as an actor of
00:14:15
and it was taught to me by a by a
00:14:16
teacher who essentially said like you
00:14:18
know a lot of the time whenever you do
00:14:20
something or you give yourself to
00:14:21
something uh the audience who are
00:14:23
receiving it there's always going to be
00:14:24
someone in the audience who's going to
00:14:25
receive it for the first time and
00:14:27
there's always going to be someone in
00:14:28
there is going to receive it for the
00:14:29
last time and that really stuck with me
00:14:32
and I remember thinking to myself okay
00:14:35
so if I do do something I've got to
00:14:38
either show that person who's come in
00:14:40
for the first time like hey you you're
00:14:41
going to want to see more of this but
00:14:43
also ensure that the last you know the
00:14:45
person who might see it the last time
00:14:46
due to either a tragedy or whatever like
00:14:48
they get a good experience and so it
00:14:51
needs to be authentic it needs to be
00:14:52
honest it needs to be truthful and so
00:14:54
like there you know that's always been
00:14:56
our sort of Mantra at the studio from
00:14:58
the get-go it's like you know we've got
00:14:59
to be honest and authentic it's got to
00:15:01
be about the human truth about like what
00:15:03
makes us human because that's what's
00:15:05
exciting rather than necessarily you
00:15:07
know you know it it this I guess the
00:15:10
thing is it's like focusing on
00:15:11
authenticity and and truthfulness it it
00:15:14
goes beyond sort of like race or gender
00:15:17
or or or anything like that it it just
00:15:20
connects us and I think like that was
00:15:23
what was driving us with this game and
00:15:25
what really drove me to tell the story
00:15:27
like I didn't want to you know the the
00:15:29
reason being for this telling the story
00:15:31
yes it was it was inspired by my father
00:15:34
but it's also inspired by this journey
00:15:36
that I went through that I wanted to say
00:15:38
like hey to everyone else like you're
00:15:40
not alone like we're all going to go
00:15:42
through something like this even though
00:15:44
it feels isolating it's not always the
00:15:46
same way like you're not going to come
00:15:48
to an end point and be oh it's I'm
00:15:50
accepting it all like that's not how it
00:15:51
works and you know you might feel angry
00:15:53
sometimes you might even feel happy
00:15:55
sometimes and that's totally fine like I
00:15:57
think like that's what we was really the
00:16:00
the sort of it was the fuel for for
00:16:02
creating this thing and and and being
00:16:05
and you know wanting to share it is
00:16:07
ensuring that we're giving an authentic
00:16:09
experience to people so it's funny it's
00:16:11
like I always say this if it wasn't so
00:16:14
personal I think I probably would have
00:16:16
quit after like the first
00:16:19
year game hard it's I
00:16:24
mean I like I I I understand that like
00:16:27
you know game games are a business right
00:16:29
like they are they are the intersection
00:16:30
of of Art and and and money and like
00:16:33
somebody you do have to sell a product
00:16:34
at the end of the day but like I I I
00:16:36
really hope people hear your story here
00:16:38
and they and they really recognize that
00:16:41
people generally get into game design
00:16:43
and game development because they they
00:16:45
give a they're passionate they
00:16:47
really truly care and like um I I I I
00:16:50
love that for man I just I love that
00:16:52
you're making something that you care
00:16:53
about I hope your studio keeps making
00:16:56
games like this for for decades and
00:16:58
decades and you get
00:16:59
you know one day OB your dream of
00:17:01
running a global studio with thousands
00:17:04
of offices all
00:17:06
over oh my God man like I'm good I'm
00:17:09
good I'm good but um yeah no Abu thank
00:17:12
you so much man like thank you for
00:17:14
joining us today and for telling us
00:17:15
about your game uh it's coming a a
00:17:18
PlayStation Plus extra and premium so
00:17:20
all of our PlayStation fans that listen
00:17:22
to the show you can get it right there
00:17:23
um that's April 23rd right yeah April
00:17:27
23rd it's
00:17:31
it's almost here go get Tales of K
00:17:34
kenzer uh on every platform but also on
00:17:37
PlayStation and uh plus and premium on
00:17:40
April 23rd thank you so much man and
00:17:43
congrats on the launching your game and
00:17:45
good luck for years to come thank you
00:17:47
thank you for having me guys all I see
00:17:49
before me is a boy a desperate boy the
00:17:53
desperate blee

Description:

Tales of Kenzera: ZAU, the upcoming Metroidvania and debut game from Surgent Studios, is inspired by Bantu cultures and the creative director's experience dealing with grief. Jada Griffin and Brian Altano sit down with Tales of Kenzera: ZAU's Abubakar Salim to discuss the his journey while making the game.

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