![]() ![]() Being an artist who also codes I was the first one to create a jungle setting for icy Skyrim, and it just took off from there. From adver-gaming and educational games all the way up to working as creative director on Track Lab, a title published by Sony Interactive Entertainment exclusively for Playstation VR.īut I think most gamers will know my work from the mods I created in my spare time a few years ago for Skyrim, Moonpath to Elsweyr. Sala: I’ve been in game development for 18 years and I’ve done all kinds of work. How have they brought you to The Falconeer? Tell us about how you got into game design and your work on your past projects. There’s definitely a fair bit of that tall-ship vibe in The Falconeer. But inspiration can be so diverse I have a fascination for moody and dark skies, which very well might stem from being Dutch and seeing a lot of 17th and 18th century seascapes with all kinds of sailing ships. I think currently what’s influencing my designs and storytelling is the world we live in right now just as much as my upbringing. Sala: I’m from the Netherlands and currently live just outside Amsterdam. Where are you from? Do you think your upbringing had any influence on what the Falconeer has turned into? On top of that there will be plenty of smaller discoveries to unlock on and below the Ursee. So, there will be missions to escort and defend traders, discover and retrieve ancient relics, sorties to underground caves, fights against massive capital air and surface ships, and bombing by picking up sea mines and dropping them on your enemies. In the world there are several factions each with a different focus and sometimes mission types. But there are also multiple campaigns that allow you to play through a fairly linear story that exposes a coherent narrative from multiple perspectives, and these include discovering the hidden histories of the Ursee world and more explorative player progression. One is the open world, where you can fly from settlement to settlement to perform missions, earn loot, and upgrade your gear and bird. Sala: I think there are two main aspects in The Falconeer. What is The Falconeer’s core gameplay loop? And how will gameplay be kept varied? I’m the solo developer on The Falconeer, so I’m responsible for all art, animation, coding, and so forth. It’s a bit of the “seasoned developer goes solo” story for sure. I enjoy that RPG aspect of an open world as well as the epic set pieces you get in the more story-driven air combat games. If there’s a fair bit of space games in there it’s because of the open worlds and doing missions, combat, and exploration mechanics have been most common there. The game itself is inspired by all the flying games I enjoyed growing up, from Elite and Star Wars: TIE Fighter to Freelancer and Crimson Skies. You ride atop a giant falcon fighting fantastical creatures, airships, and other falcons. Tomas Sala: The Falconeer is an open-(ocean)world air combat game. In many ways, Sala’s lifelong passion for flight combat games of old has prepared him to make The Falconeer soar. ![]() ![]() The aim is to pack the game with content for its 2020 debut, staying varied with RPG mechanics coupled with enemy factions in an open world. Solo developer Tomas Sala talked with the Escapist about what influenced The Falconeer’s deep oceans and vast skies. With The Falconeer, players finally get to experience aerial action through a new, fantastical lens: on the back of a giant bird. ![]() Piloting fighter jets through dogfights is exhilarating, but it is bound to look and feel a certain way. Air combat military games have often been constrained by reality. ![]()
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