Given that Inxile and Obsidian refused the CRPG genre, at least temporarily, and their next projects are oriented on the first -person action, OWLCAT is certainly the most experienced studio after Larian. Their Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous were very well accepted.
With Warhammer 40k Rogue Trader, the studio is going to release the first CRPG, the events of which are taking place in the gloomy universe created by Games Workshop. On the eve of the upcoming release, WCCFTECH talked with Alexander Mishulin, creative director of OWLCAT Games. In the conversation, topics such as taking into account the reviews of the community received during beta testing, the creation of more diverse novels and the gratitude of Larian for the role of Baldur’s Gate 3 in the development of the CRPG genre. The question was also asked about whether the game will be released in early access or it is planned to immediately start a full -fledged launch. Mishulin replied that thanks to alpha/beta tests, early access would not be needed.
We do not consider the early access model for Warhammer 40k: Rogue Trader. In our opinion, the previous tests conducted with the players who bought Founder’s Packs allowed us to get enough reviews and improve the game to such an extent that it is already ready.
Mishulin also said that the Rogue Trader mechanics will not be as close as possible to the hunchief as it was with Pathfinder, since the progression was not so long in the hill and the system is not very rich in abalks, spells, etc.P.
Certainly. In fact, the approach to adaptation is different. In two Pathfinder Games, we sought to get close as possible to the desktop rules, while in Rogue Trader we mainly drew inspiration from desktop rules.
The skills are approximately the same. Some abilities have similar names, but all mechanics inside are our own, and one of the reasons for this is that we must have a very long progression for the characters. The Rogue Trader system is not very rich in abilities, spells and other things, so we had to add more elements to provide more opportunities for the development of characters and more synergy between different characters. So the approach to these games is different.