As a content creators in the video game industry, it is a great honour and a privilege to be able to pursue creative freedom and shape a game, but it is not without its trials. It’s a tall order to absorb enough information to be able to write convincingly within any world, and a historical one is perhaps even harder. With complete fantasy, details can be left out or blurred, and very few of the audience are any the wiser, but writing within a historical world – our real world – requires far more fastidious attention to detail and it is inevitable that mistakes are made. We are, after all, game developers and not scholars of world history, linguistics, ancient medieval anthropology, militaria, international culture and the many other disciplines that come together in our story, no matter how much we try to be.
Our generous community of enthusiasts have offered their help and expertise on several subjects – Hungarian and Slovak language differences, Latin translation, Nordic culture – the list is impressive. In the distant past, we’d hear of potential corrections, requests for future treatment of certain aspects and errors that we were just not aware of, but only after the fact when our art was already in circulation, pressed onto so many CDs, DVDs, printed books and so on. There was, quite frankly, nothing that we or our publishers could do, even if it made economic sense.
But today things are different. Our ardent community have made suggestions for corrections and subtle changes toward furthering our quest for historical authenticity when and where possible, and we are in the fortunate position of being able to make them.
With that and the spirit of community interaction in mind, we would like to act upon the suggestions we have received.
“Erzebet Bathory” will be changed to “Erzsébet Báthory” and Clara’s first name would become “Klára” to better represent their ethnicity as Hungarian. Similarly, we will be changing the name of the castle in Episode 1 from Čachtice to Csejthe castle. In this case, we were aware of the two terms, but needed to make a decision between the name which is generally used to describe it today and thus be recognizable to our audience and the term it would have had in the 17th Century and be historically accurate.
We are also unhappy with the grave error in spelling Mr. Edgar Allan Poe’s name incorrectly in our teaser video and we intend to rectify this as soon as possible, lest we end up bricked up behind a wall, or facing a visit from a dire avian messenger.
Over the next few weeks, we intend to reveal more about the characters and locations of Shadows of the Eternal and further explain the episodic structure of our game, and hopefully bring you all further inside our world. This past week we have seen a lot of speculation about what could be done, thoughts on what we were actually proposing, as well as what people would like to see. As someone who has had these character’s cooped up in my head for a long time, it will be refreshing to finally get them out to share with you, and to hear your comments and the discussion that may follow.
We hope that you will be as interested in our characters – and their stories – as much as we are.
Whomever wields this sword is cursed with immortality. Each time the character dies, their strength grows with the life force of previous victims. Their flesh is reformed as the pain and suffering of each death is infused as a vivid memory attacking the sanity of the wielder. Use of this weapon should be exercised with caution.
Kotaku Questions can be posted here.