Just a few days ago, Riot Forge announced by surprise a new video game. Hex tech Mayhem is a rhythm title created by Choice Provisions, parents of the Bit Trip saga, in which Riggs will look to face Harbinger and sow chaos in full plover. Well, the title is now available and from MGG we have had the opportunity to speak with a lot of people involved in the development of this title.
From the two founders of Choice Provisions to two of the key faces in Riot Forge, they all have answered several questions about this particular game. But in addition to that, we have also been able to take out some more generic topics about Riot Forge developments, or how is the start of some of these projects based on League of Legends.
Rowan Parker, Creative Director of Riot Forge
Maybe League of Legends and your world are not as popular in the most important video game media, at least considering the popularity that the game has. With Riot Forge, many developers in the sector have begun to talk about the influential thing that lol has been. To what extent is it important for the growth of League as a brand to let your IP be used by indie developers?
The Universe of League of Legends has a huge potential to tell stories. When working from the hand of our partners, Riot Forge can tell the time multiple stories about several of our champions, from charming cartoons to great jumps in their narrative. The Universe of League of Legends is prepared for this type of stories, and we hope that they entertain our players.
Riot Games now has many open fronts: Arcane, the new LOL season, the development of Esports scenes... even Riot Forge has many projects underway. Are you afraid to saturate to the public, or Riot Forge does not have this concern given that you want to make very different experiences?
There will always be superposition of public in some experiences that Riot offers. But the most important thing is to think about those audiences that perhaps we have not had in the past, and offer them a way to connect with our world where they are comfortable. Riot Forge is creating complete experiences, stories for a single player, and we know that many of our players have already enjoyed such games. We hope you are delighted to enter this universe in a way that is comfortable for them.
How is the continuity of the LORE of the League maintained with many people working on projects such as Riot Forge? Hex tech Mayhem may not be too narrative, but I suppose this is an important point for Riot Forge.
Riot Forge works until the exhaustion to ensure the integrity of LORE in its games. We know how important this is for players, as well as to feel safe at the time of feeling emotionally linked with what they are playing. Riot Forge works to get this as much with our study and with partners individually for each of our games. Of course, there is a margin, since not all games are equal. Although some games will be profound and detailed as for Lore and champions, sometimes it will simply look for it to be fun to see these characters interact. But the most important thing is that each game of Forge seeks to treat our champions with respect.
Credit to Leanne Loom be, Head of Riot Forge
We already know Ruined King, Convergence and Hex tech Mayhem, but we know that Riot Forge works on more projects with a lot of independent studies. I do not want you to reveal any of them ahead of time, but I think that the community would like to get an idea of how many projects you have between hands.
There are several developing titles at this time, all with different developers. We are very proud of the diversity of games we currently have, and we can not wait to share more with the players about each of these games. However, some of these games are at an earlier point of development than Hex tech Mayhem and Ruined King, so we do not want to spoil the details. We will let you know when we are going to share more details.
Riot Forge is going to issue a digital event about your projects. Can we expect some kind of periodicity of this type of events?
Each game of Forge will have its own campaign adapted to the kind of experience that our developers are creating, this means that we will have certain events for our games, but we will also show our games at other different events. Each will be slightly different, and we have no plans right now to have a regular cadence for a specific form of Forge.
Credit to Alex Reuse, Co-Founder of Choice Provisions, Design Director of Hex tech Mayhem: A League of Legends Story
Your previous games can be defined as niche excellence. Can we expect in Hex tech Mayhem this type of ambition in a genre that can be too simple for those who do not notice the details?
I think you can, yes. As in our past games, Bit. Trip and Runner, we try to use basic gaming mechanics and stretch them to their limits. In Hex tech Mayhem, we have done this using the Freestyle Mayhem System. On the surface, Hex tech Mayhem is relatively direct. Simply follow the brands on the screen and music, to have a correct and fun experience. But if you look at music a little more and start to put actions between brands, they will continue to synchronize with music, and you will discover a more playing layer. This is something deeper and totally optional, which gives you something unique.
Can we expect some mechanics from League of Legends, or champions skills in the game?
The Hex tech Mayhem champions use several of your League of Legends skills. Being a game of a different genre, with a different taste, their skills are not exactly as in the lol. But Riggs has several of his pumps, like the mega infernal pump, and Harbinger has all the Morale tricks of him.
Do you think Hex tech Mayhem is a game for League of Legends enthusiasts? Or can it be more attractive for people who are alien?
I think Hex tech Mayhem has a taste that anyone can enjoy. Riggs and Harbinger are incredibly fun in our game, and even if you have no idea who they are, seeing two hurdles having an explosive dispute is hilarious. I think for League s enthusiasts, Hex tech Mayhem will be a cheerful distraction of the standard offer of the Mob, and for people who are not currently familiar with the Riot, Hex tech Mayhem game will be a carefree introduction to two of its champions.
Credit to Mike Rough, Co-Founder of Choice Provisions, Creative Director of Hex tech Mayhem: A League of Legends Story
How was this game born?, Did you approach Riot Games and have your idea?
The truth is that we signed with Riot Forge before we had a prototype. We outline a couple of ideas that you liked, and after that, we started creating some prototypes based on those talks. Inner, we made several levels and some art for the animation so bobalicone that we were looking for. The prototype was really fun, and internally, we are pretty proud of him. But we did not know I was going to think Riot Forge. The feedback we receive is that they were obsessed trying to improve the record of their peers and who could not stop playing. From that moment, we knew we had something good in hands.
This game is based on Riggs, Hammer and the city of Plover. Is this intentional given that Arcane has just been released, or did you know from the beginning that you want these characters and location?
When we started developing Hex tech Mayhem, we had no idea that Arcane was in production. We had noticed Riggs soon, because of their use of pumps. This is because not only are they iconic of League of Legends, but because they provide a very special gameplay. Riggs is from Handle City, lived a time in Plover and now resides in Faun. We wanted to get Riggs from Faun and that he created the chaos by Plover to face Harbinger. I think this coincidence is a very fun accident, and we love seeing how to pink in Arcane.
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