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Tales of Kenzera developer’s next game will be an Afrofuturist gothic-horror RPG, as the studio fights to survive

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The next game from Surgent Studio, following this yr’s Tales of Kenzera: Zau, is deliberate to be an Afrofuturist gothic-horror RPG, Eurogamer can reveal.

At the moment identified as Venture Uso (the Swahili phrase for ‘face’), it will be a continuation of the Tales of Kenzera world however will discover points of identification following the beginning of creator Abubakar Salim’s daughter. Forward of founding Surgent Studio, Salim was greatest identified as a voice actor for his portrayal of Bayek in Murderer’s Creed: Origins.

The announcement of Venture Uso follows a tough time for the studio, with workers dealing with each redundancy and racist abuse on-line.

Tales of Kenzera: ZAU – The Game AwardsWatch on YouTube

“As soon as my daughter was born I knew what I wanted to cook,” Salim tells Eurogamer of the new challenge. “This idea stems from this question of ‘who am I?’ Zau was a question of ‘who am I without a parent?’ This is essentially looking at ‘who am I now as a parent?’ I really wanted to make this very dark and visceral, a cross between an RPG and a beat ’em up power fantasy.”

The consequence (to this point it is only a prototype) is an isometric Afrofuturist gothic-horror action-RPG, with shades of Disco Elysium, the Batman Arkham video games, and Resident Evil. Gamers will take the function of a vampiric android identified as The Solost, customary to cradle the spirits of the deceased. Nevertheless, the android additionally bears the soul of Eshu, the god of chaos, persevering with the Bantu Tales affect from the earlier game.

As such, gamers will have the powers of each an android and a god, however their views aren’t at all times aligned. This break up character will play into the game’s RPG Crucible system, the place gamers will have to roll in opposition to themselves for management of physique and thoughts. “I’m a massive Dungeons and Dragons player and love RPGs,” says Salim. “I’ve always wanted to build an RPG.”


Concept art for Project Uso showing two characters side by side initiating a

Gamers will want to roll in opposition to themselves | Picture credit score: Surgent Studio

The game is presently in the early phases of improvement as Surgent seeks funding. Final week, a press release from the studio defined its video games division is now “on hiatus”. “In the meantime, we’ve unfortunately had to put our team on notice for redundancy,” it learn. This impacts the complete studio, Salim says, which means these jobs are in danger till funding is discovered.

“The important bit here was to make sure that people were paid what they were owed, especially in today’s time where there is so much going on and so many layoffs,” says Salim. “It’s so unpredictable, you want to make sure that people feel safe to a degree, but that’s the situation in which we’re in at the moment. It’s only until we get funding where we can then keep the team and keep them going as a whole.”

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This information adopted a spherical of layoffs at Surgent Studios in July, not lengthy after the game’s launch. “This hurts deeply,” Salim wrote at the time. “I am so proud of what the team have achieved over the course of these four years. When things got tough, every one of them stood so strong, it was inspiring. So to be delivering this news today really sucks. I know we’re not alone here, but that doesn’t make it easier.”

As Eurogamer has reported, layoffs and studio closures have impacted all ranges of the video games trade. However indie builders are notably reliant on funding and – as Salim can attest to – tasks are placed on maintain totally till the funds can be discovered. Funding, he defined, often will get a studio to launch and simply afterwards, however relying on the monetary mannequin it might not see income immediately (together with different particular person components).

But the place beforehand there could be overlap between video games launching and new tasks starting, that is typically now not the case in the present local weather. “We’ve entered into a time where I think the industry is having a weird check on itself,” says Salim. “Money is tightening. There was too much spending and now there’s a retraction of that.” So whereas the studio has already begun work on its next prototype, it is now in a wierd limbo between tasks – and jobs are at stake.


Concept artwork for Project Uso showing Afro-futurist cyberpunk city from isometric perspective

Picture credit score: Surgent Studio


Concept artwork for Project Uso showing slum building in blue moonlight

Picture credit score: Surgent Studio

Does this put strain on builders to transfer to a brand new challenge shortly to guarantee funding, probably stifling creativity? Salim explains it is a matter of planning and is determined by the artistic. “You are trying to ship a game and trying to get that through, your mind is on just one game at a time,” he says. “But there’s also an element of that’s just part of the business. The tricky bit you can’t necessarily plan for is the cost of living crisis and the industry as a whole being in this shaky moment. You can’t plan for that.”

That is why Salim has created Tales of Kenzera as a universe with a number of tales, to guarantee its longevity. “Where else can we pluck from and play that could be really exciting within this space?” he says. “I designed it that way as a whole.”

These types of monetary difficulties for indie studios, Salim believes, are a consequence of each the gradual increase of the video games trade and the present local weather, following the COVID-19 pandemic. “There is this idea of constantly being pushed to grow, to be bigger, to do more, to spend more,” he says. “And within an industry that is, rightfully, so artistic in its nature, that isn’t necessarily always the answer. Comparing it to the film space and looking at Marvel films or other big, huge films: the bigger the budget, the more [sales] they have to hit and the higher the benchmark is. We’re in a time where that benchmark is high, you’ve got to really do something phenomenal or out there in order to really stand out.”

“There is this idea of constantly being pushed to grow, to be bigger, to do more, to spend more. And within an industry that is, rightfully, so artistic in its nature, that isn’t necessarily always the answer.”

For Salim, the trade wants to take extra dangers and belief creatives to specific themselves. “I feel like that is really, truly where you can find creativity and really cool games, because there will always be an audience there for it,” he says. “It’s just about trusting that.”

He continues: “On the developer facet it is tough as a result of I believe we’re very a lot beholden to the writer, or the place the cash comes from. Sure, you may plan to construct smaller funds video games or go in tighter. However it comes at a price. I do know builders who’ve three or 4 jobs, engaged on a game that they actually wished to do as a ardour challenge however at the identical time having to stability it out with one other job.

“It’s tricky and everyone’s circumstances are different,” he surmises. “But I would say, there really needs to be a feeling of these spaces being a lot more bold and daring and just trusting the voice of creatives more and not thinking so much on the idea of ‘will this go gangbusters?'”


Selection of sample character artwork from Project Uso

Picture credit score: Surgent Studio

Tales of Kenzera: Zau was funded by EA’s Originals programme, which Salim praises for giving creatives “a shot at creating something bold and out there and new and different, and you can feel that”.

Salim has been notably outspoken throughout the improvement of Surgent Studios’ game, from showing on-stage at The Game Awards to posting candidly on-line. That transparency, sadly, led to a torrent of racist abuse that reached a “fever pitch” of “constant targeted harassment” after the launch of the game.

4 months later, that racism has not let up. “I think people were struggling to separate constructive criticism of the game to just plain racism,” says Salim. “Whenever it was called out, there would also be like ‘because we don’t like the game, or because we don’t like what you’re doing, you’re calling us racists’. That was something I really wanted to clarify and clear out and point out the difference between someone being outwardly racist or making racist and derogatory terms, to someone saying they wanted to give criticism or give their point of view of the game.”


Headshot of Abubakar Salim

Abubakar Salim | Picture credit score: Surgent Studios

He continues: “Criticism or components of wanting to enhance on the game or enhance on practices, being open on that entrance and taking it and studying from that – that is vital. Extra folks ought to try this. Whether or not I used to be open or whether or not I used to be closed off nonetheless should not invite racism.

“We all enjoy games. There’s a passion there for it. So what is it that you feel is irking you? What do I feel that’s irking me? Let’s have a conversation about it, because we might find maybe these issues aren’t as bad as we think, or we can find a way around conquering these problems.”

“Whether I was open or whether I was closed off still shouldn’t invite racism.”

Data is energy, Salim believes, and receiving completely different factors of view is vital – as lengthy as it is constructive. “I feel that’s something I want to support and reinforce and stand behind, which is why the openness and the transparency has been a really important factor to the studio and how we run it,” he says. “It’s important that people know the details of an industry, because then it means when judgements or actions are taken or things are said, it’s coming from a place of knowledge.”

That transparency has allowed helpful suggestions from gamers, past merely ‘the game’s good’ and shifting on. “I’m happy that we’ve been really open with as much as we can,” he says. “Whatever feedback you have, send it through. Racism isn’t feedback.”

Tales of Kenzera: Zau supplied important illustration and an genuine African setting hardly ever seen in video games. Hopefully that continues with Venture Uso and its distinctive Afro-horror aesthetic, although the studio faces an uphill battle on a number of fronts.

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