Xbox Wire: After catching the Overture trailer, I dove into some fan-made videos dissecting every single frame, trying to unravel what’s unfolding in the game. What would you say is the main takeaway for viewers? Any hints on what to focus on?
Ji-won Choi: I’ve seen those frame-by-frame breakdowns too, and honestly, they blew me away. It just shows how much passion our fans have worldwide, and that really touched me. The message we aimed to send with the trailer was straightforward: we’ve heard our fans loud and clear. Over time, we’ve gathered significant feedback from them, and this trailer is our way of showing them that their voices have truly shaped what we’re building.
Xbox Wire: It’s fascinating. With the release of Lies of P, I imagine there wasn’t a huge amount of expectation initially. It looked promising, sure, but no one knew what to anticipate. Now, with Overture, the anticipation is through the roof. How do you balance fan feedback with your creative vision? Do you have to filter some of that input?
Ji-won Choi: That’s a really insightful question. We view this process as a collaboration between our team and our players, and we prioritize it. We meticulously analyze all feedback to discern what resonates positively and identify what needs improvement. Not all feedback is straightforward; while some points are immediately actionable, others spark debate. We don’t just ignore these. Instead, we discuss them internally, note them down, and test them quickly. It’s a rigorous process to see if these suggestions align with our vision. We take each piece seriously, testing and validating each one.
Xbox Wire: Reflecting on the trailer, I felt that the base game was quite solitary. Sure, you could return to Hotel Krat and see some folks there, but mostly, you’re on your own out in the world. But in this new trailer, P seems less isolated—blowing a horn, Aladoro crashes in, and there’s even a masked figure fighting by P’s side. Does this mean Overture will feel less lonely?
Ji-won Choi: Capturing the essence of solitude or any emotion is quite a challenge to predict. Our primary goal was to expand upon the intriguing characters we introduced earlier. In the base game, you encounter or only hear whispers of several characters through subtle clues. In the expansion, we want players to delve into these characters much more deeply. We’re working to provide a richer, more complete experience with these captivating characters we’re reintroducing.