[Interview] ‘Code Vein’ Producer Aude-Alexia Koch on Bringing Something New to the Action RPG
Contrary to your first impression, Code Vein is more than just another flagrant Dark Souls wannabe. Though it may share common DNA with FromSoftware’s trailblazing hit, it manages to transcend its influences and carve out a niche all of its own, by making clever twists on the action-RPG formula.
Not only does it have a distinctive world that’s totally unlike anything else out there – a vampire-themed Mad Max with a hint of anime – but it also finds new and innovative ways to tackle things like co-op, leveling up, and character classes. We’ve really enjoyed what we’ve seen so far and can’t wait to get our hands on the finished product.
In the meantime, we did get a chance to catch up with Aude-Alexia Koch, a producer on Code Vein, to talk about everything from the title’s approach to difficulty, to how its unique character progression system works.
Bloody Disgusting: I thought we could talk about the ‘’code system’’ first. I’ve never really seen anything else quite like it, where you can switch between classes on a whim. How do you think it impacts upon the overall experience?
Aude-Alexia Koch: Well, the dev team really wanted players to experience something new within the Action-RPG genre. This idea of being able to switch codes whenever you want provides just that. It means that you can have a unique playthrough and also makes a huge difference in terms of co-op, where you can make a strategic decision with your friend about who’s going to play in what role and then [alternate] whenever you need to.
BD: And I suppose that’s something that you need to be mindful of when you’re designing the game. Specifically from a balancing perspective?
AAK: Yeah definitely. We had to take [that] into account, the idea that no two people are going to play in the same way. We also have to make sure that we didn’t repeat ourselves with any of the codes, so that they weren’t too similar to each other.
BD: Another of the game’s unique aspects is the buddy system. Obviously, it makes a big difference in gameplay, but I was wondering if our choice of companion might affect the narrative in any way as well?
AAK: Not really. Whilst the game is very story-driven, you will have the same experience no matter what when it comes to the narrative. You can’t make choices or have the plot branch off in different directions. Like you said, [The buddy system] is much more about the gameplay side of things.
BD: Gotcha. When it comes to these Soulsborne games, one of the key appeals is that trademark difficulty. A lot of people play them for the exhilarating sensation of overcoming a challenge. Did you want to cater to that audience with this game, or were you more interested in making it accessible to everyone?
PR Rep: Personally, I think both camps will find something to enjoy in this game. We wanted to make it work for those who come for the story, whilst also appealing to gamers who want the challenging combat. The best of both worlds really.
BD: Cool. Would you be able to talk a little bit about the actual setting of Code Vein? Because this world is really intriguing, mixing vampire mythology with a post-apocalyptic theme.
AAK: That’s definitely something that we liked right from the start. The fact that you’re playing as a vampire really brings something new to the table. You have this world around you that’s completely destroyed, and you yourself are already dead. But you still have to fight. You have to fight to reclaim your memory and discover what happened to the world. It’s a really exciting [premise].
BD: You just mentioned that idea of reclaiming your memories and I wanted to touch on that a bit more. In this demo, after defeating one of the bosses, we got to walk through their past and experience their memories. Is this something that will recur throughout the game?
AAK: It won’t happen every time you defeat a boss. This particular fight was something special, because you were fighting another revenant and after you defeated him you absorbed his blood code. That’s why you got to see his memories. So, it’s not all the time, but it will happen every now and then. When it does, you’ll get to learn more about your own character, as well as those around you.
BD: One of the things that impressed me about the demo was the enemy variety. How exciting was it to work with all these amazing creature designs?
AAK: That was all done in Japan. We weren’t too involved with that stuff directly. But we did get to look at the concept art, four years ago [when development first began], and it’s interesting to see how it’s evolved since then. As we’ve refined things over time.
BD: What would you say is the thing you’re most excited for players to experience when they first get their hands on the game?
AAK: I think more than anything we’ve made something that is quite unique and new. That’s probably the most exciting part.
PR Rep: For me, it’s that you’ll get to experience the whole thing from start to finish with a friend. That’s quite unusual for this genre.
BD: Speaking of which, you have a permanent A.I partner as well. How do you think that impacts upon the difficulty of the game?
PR Rep: Speaking gameplay wise, you can actually choose to strike out alone if you want.
AAK: It’s recommended that you do it with a companion though. It’s been designed that way, and obviously, it all depends on the type of partner you have. On their blood code – whether they be a healer, a brawler, a tank or a caster – it will change your experience.
BD: Are there any benefits to doing it without a partner, or is it just for that extra challenge?
PR Rep: Just the bragging rights!
Code Vein is out on PS4, Xbox One, and PC later this year.