Having to make a decision in a game that affects the protagonist is already a difficult situation, but what if your choices affected somebody that the protagonist cared about? The Works of Mercy by Pentacle is far from a merciful game, as it will force you to make dire choices and adhere to an unknown madman!
Planning to launch on Steam in Q4 of 2017, later to be brought XB1, and PS4 in 2018, players will have to do what they can and what they think is right in order to make their way through the game without any casualties! The entire plot of the game is based simply on kill or be killed.
Wanting to dive into the mind of the team behind this physiological thriller, I got a hold of Pawel Cincio from the development team and asked a few questions.
Interview with Cincio
What inspired you to make the game?
"Mainly Unreal Engine 4 technological opportunities. I saw all that photo-realistic architectural visualization demos and decided to create a game with that quality, that takes place rather in a small enclosed environment and that's not boring at the same time."
What type of gameplay will be featured?
"The player is given various controversial missions which don't must be completed to progress through the story line but then you will take the consequences and your world will turn into a horror. You have to think a lot what you are saying and doing because somebody can die even if you don't want it. It's not easy but there is a place for outsmart your tormentor. It all depends on your perceptiveness and creativity.
You decide who you want to be and what you want to do. It's great because you can play the game many times to check what will happen if you do something differently than previously. In that case the game isn't linear and has different endings."
Will the challenges be puzzles or choice based?
Are there going to be enemies? If so, what kind and how will the interaction be?
"Yes. Physical and verbal interaction. But do not except too much violence. Contrary to appearances The Works of Mercy is not based only on violence."
Is this going to be a story driven game?
"Yes. You describe the actions of your character rather than acting him out. For example, during interactive dialogues. The game gives you a lot of freedom and impact on the story."
Who is your target audience?
"Anyone who likes to think while playing and likes immersive games."
How long has it been in development?
"Almost two years. We plan to finish the game this autumn."
How long will it take to beat your game?
"A few hours."
What's your favorite part of the game?
"When a plot twist happens near the end of a story. You will be surprised."