Benoît Sokal's Sinking Island InterviewFirst of all, thanks for taking the time to answer to our questions! Can you provide us with something a little bit more elaborated about the storyline? Benoît Sokal: What I can say is that Sinking Island is a detective story. I am going back to my roots with this story as my graphics novels have always been "noir" and detective driven. My comic book main character is a private investigator, a duck called Canardo. In a few words, I can also say that the action takes place on an small topical island, on which a billionaire has built an incredible hotel: a gigantic Art Deco tower. He is found dead on the beach, and there are 10 persons that are all potential murderers. It is up to you (playing the main character) to discover why, how and by whom he was assassinated.
Benoît Sokal: He is a private investigator. A man in is mid 40s who doesn't talk that much. He will always choose to use his brain rather than his fists, but he can be physical if needed. He has success with women. ^_^
Benoît Sokal: You're right with Agatha Christie's reference. These stories have fascinated me when I was a child. Later, I read more of the classic American writers such as Chandler or Hammett. As I told you, this is a kind of "back to my roots". People who liked my previous games will still find elements that I like, such as strange architecture, strong storyline...
Benoît Sokal: I cannot say so much about that...but your guess is correct: the fact that the island sinks not only reduces the playing field, but has also an influence on the clues. For example, at the beginning of the game you’ll be able to see footprints in the sand, but on the second day they will be covered with water...
Benoît Sokal: We wanted to introduce a clear notion of "game over". So if you do wrong, either you go back to the current mission (the game is sub divided in missions), or to your last saved point – in this case with the risk that you could already be wrong.
Benoît Sokal: Whatever you do, time goes on! And the characters have scripted behaviours. If a characters tells you that he’ll be at the bar at 2 pm, he will stay there until 2.15 or 2.30, then leave...
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