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I wouldn’t say Tails of Iron is any more difficult than most S ouls-like games, but I would say it is more visually brutal than most. Just how difficult are we talking here? Is Tails of Iron a brutally difficult game? Does it allow for a little wiggle room for players who are into the look but might be a little nervous about playing something highly challenging? The combat in Tails of Iron has been described as Souls-like and challenging. I think that works really well for us, I think it gives our games a unique charm that allows you to easily spot an Odd Bug game. They have this cute storybook exterior, but when you actually start to dig deeper into the world and the story, you find this much darker side to them. We like to think of them as almost like Grimm’s fairy tales. In terms of balancing our visual art style with that mature world, I think that’s something we aim for in all our games. At the end of the day, it’s rats fighting frogs with medieval weapons - we’re depicting a particularly brutal period of combat technology. We knew we wanted the combat to feel brutal and weighted, which naturally led us to a more gory depiction of combat. We’d always planned for Tails of Iron to have a much darker tone. Was it always the plan to go with a darker tone? How do you strike a balance between that animated film/book look and the more adult action and themes? On one hand, Tails of Iron has this fantasy storybook look to it, but on the other hand, it looks a little gritty and mature.
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With Tails of Iron, we took that concept and put our own spin on it, adding that dark, gritty atmosphere that we like to develop in our games. Ultimately, from all these references, the thing we understood is that people seem to like the concept of having a world filled with anthropomorphised creatures and exploring the conflicts that arise between the different factions. I think other references that are really overlooked are things like Wind in the Willows and Watership Down. Same with Mouse G uard, the artwork is amazing and it really sells the world they’ve created. I’m glad you’re getting those vibes! Yeah, they’ve definitely had an influence on the team from childhood. How much of an influence were those works? Were there other inspirations behind the visual and thematic direction of the game? I get Mouse Guard and Redwall vibes myself, and Half-Glass Gaming’s own Josh Wirtanen also mentioned Secret of Nimh when we discussed it.