Primal: The Awakening - par Reggie Games - Livraison septembre 2022

J’ai pas parlé des sleeves de Primal. Juste de celles de GoAII qui sont nulles, genre qui se fendent pendant le sleevage (dans un jeu sans mélange), et du coup, ça donne pas envie de prendre des sleeves sur un ks de jeu.

J’aurais du mettre étaient pas folles du coup :smiley: . T’inquiètes pas, si elles sont bien ou pourraves on ne te jettera pas la pierre :stuck_out_tongue: .

C’était là :stuck_out_tongue:

Hello,
Grâce à @Nixx je viens de recevoir le proto, je vais avoir la chance d’écumer tout ça !
On est d’accord qu’ils n’ont pas encore prélevé les sous pour les pledges (pour ceux qui n’ont pas payé via PayPal mais par CB je veux dire) ?

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Il parait en effet. C’est fou ça d’ailleurs. Quand tu vois d’autres boîtes qui font des demandes de rançon xD.

On est d’accord…

En meme temps tant qu’ils lancent pas la prod ils doivent pouvoir se payer avec les sous du KS

La toute nouvelle update est là…

Update #37 - The Dragon's Landing! - New Resin Samples

July has flown by here in Thyrea as we step closer to the mold production process. Today it’s time for a quick update as we are super excited to show you some huge models that invaded our offices! Let’s jump right into the pictures :wink:

Framing the Hunting Ground

Here below are some new awesome resins (white samples) we received in the last few weeks from the factory. The updated version of Vyraxen, Felaxir and Sirkaaj are here as well as Heleren and plants from the terrain box… but there is more…

A furious Vyraxen appears from the wild

Felaxir and Heleren, size overview

What secrets those raw crystals hide?

Thoreg, behind you!

Sirkaaj looks like a truly evil creature… will it?

One of the most dynamic and intimidating poses

The Awakened landed here!

We imagined this dragon years ago: the initial concept, the box art, the first 3D sculpt, the background story… and the monstrous size! It easily became one of the icons of the entire project.

We were so eager to see the physical print and having it in our hands for the first time has been truly amazing.

We hope the images below will give you the idea of how powerfulis this miniature.

The dragon in all its majestic and ferocius beauty

An impressive table presence - it is its territory now!

Ready for an epic fight?

A glimpse of the terrific spines in the monster’s back

Size of The Awakened: 225.1mm x 145.0mm x 146.5mm

Full size comparison (Vyraxen: 157.9mm x 80.0mm x 109.5mm; Felaxir: 87.1mm x 65.0mm x 85.9mm)

Behind the scenes of Thyrea

Here is a brief overview of what lies behind the scenes of the development this month.

NARRATIVE DESIGN - Our creative team is working hard on the scenario writing. We are loving how the setting is coming to life through the pages of the scenario book. We’ve set a very ambitious goal with the lore and the campaign story. The main narrative plot spans across thousands of years in the history of Thyrea and lots of details may be uncovered only through specific quest path during the campaign. A great background lore not only enhance the game experience but it lays the foundations for a deep setting to be further explored in the future.

ENG TRANSLATION & PROOFREADING - The english translation and proofreading of the narrative content is proceeding at full speed in parallel with the writing. We expect this process to take about two months from now, ending around the end of September when every piece of lore will be ready for printing.

CRAFTING SIMULATION - On the game design front, we have finalized the crafting system that includes both the Forge (equip crafting) and the Alchemist (potion crafting). We are putting the system to further tests via simulations of the campaign mode to make sure that all classes are balanced in terms of crafting options and all the resources are well distributed and accessible during the campaign.

TEXTS FINALIZATION - These weeks we are also polishing all texts in the game and putting finishing touches on some cards that have already been discussed in the final stage of the playtest.

ARTWORK - The work on extra art is proceeding as well. The new illustrations are meant to visually introduce important characters and locations that plays a crucial role in the campaign. Sneak peeks coming soon :wink:

That’s all for now, we will be back with our next monthly update from Thyrea.

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Nouvelle update avec la date de Q1 2023…

Delivery Estimate. The delivery is realistically expected for Q1 2023. As usual, these are the current estimates, we will constantly keep you posted here and, as already said in previous updates, we will share more details as soon as mass-production starts.

Pour le reste c’est ici :arrow_down:

Update #38 - Design Backstage: The Lore + Development Update

Today it’s time for a special backstage conversation as we would like to share with you what the lore design process has meant to us.

In the recent months we’ve put a large effort in developing the narrative content for the game. It has been challenging, incredibly inspiring, and it led us to think deeply about our mission as creators.

In the recent years boardgame industry has seen a significant increase in titles that aim to offer rich stories and well designed campaign. In many cases the narrative element is an integral part of the experience, well intertwined with the gameplay. We think the evolution in the game design space that has been going on for some time is fascinating and it is leading to a scenario where telling meaningful stories is becoming more and more important.

But, here is the question: why designers do that and… what are games trying to accomplish?

Why the lore matters?

The gameplay is the heart, the absolute cornerstone of a game.

That said, a compelling story and a rich lore undeniably add a unique value to the game experience. But, what exactly does the narrative bring in? Why we, as designers or players, should be interested in that content?

Without pretending to be exhaustive, here are some points that are important for us:

  • A story speaks to our human side. The gameplay stimulates our logic, it aims to open the player’s mind to new reasoning schemes and challenges with which to test themselves. A story, on the other hand, is there to inspire new ideas and thoughts about people, about the real world, about us. An artificial intelligence may learn to play a game much better than a human, but it is not able (until proved otherwise!) to comprehend the deep meaning, the emotions and the suggestions of a story.
  • The lore is connected to every aspect of the design. A great story can be the founding stone of a project and puts the basis for the theme and the feelings that the gameplay aims to recreate. How can we put quality in character or creatures design without having a well designed context to place them in? How can we consistently design card effects, abilities, equipments, monsters’ behavior without having clear references defined in the narrative?
  • A deep lore teaches complexity. The events that occur in our real world are vastly complex (that’s right, the lore of the real world is amazingly deep!). When we experience a layered structure in a fictional world that lives in our imagination, we train, in a sense, to appreciate and explore the beautiful complexity of humans and reality.

All of us have the desire to tell and hear stories because they allow to communicate our values and are able to inspire discussions about them. That’s why creating and exploring narrative content in games is important and fascinating to us.

What is Primal’s story about?

Primal, in its essence, is about a human civilization that faces an unknown, ancestral force that is awakening and threatening their whole existence.

The main story and all the elements that complement the principal narrative in Primal are centered around the dualism between humans and beasts. The concept of monstrous creatures in Thyrea is there to reinforce the idea of humanity and to inspire reflections about it. Everything that is violent and feral in the setting aims to reflect what is brutal in the human being.

Comprehending Thyrea’s nature and its complexity represents an important aspect of the game. Why is nature becoming hostile… what exactly is the Awakening?

Each region holds different secrets about the ancient people and the beasts that inhabit Thyrea.

The background story aims to go far beyond the simple series of monster fights/hunts. We developed the narrative experience around two main ideas:

  • A story that spans through ages. The lore sinks its roots in events that go back to thousands of years in the past of Thyrea, when ancient civilizations inhabited the island. The discovery of this stratified past is the core drive that keeps the narrative moving. What was Thyrea like at that time? What happened to those people? All these questions will lead to find helpful resources as well as to uncover the truth about the Awakening.
  • Two different levels of exploration. The discovery of the lore is accomplished on two different levels: on one side we have the exploration of the wild lands of Thyrea (the actual scenarios), where brutal fights occur and must be resolved through swords and blood; on the other side, players have the possibility to explore the ancestral past through mystical arts and visions (narrative pieces that are unlocked throughout the story). The mystical dimension is something that is buried under the depths of the setting. It’s something that enhances the sense of mystery and marvel; it’s the element that allow players to access hidden information and that make the lore unleash its full potential.

By design, the main pillars of the storyline cannot be changed by the players. However, their choices matter: the quest-path they choose vastly impacts the gameplay experience (more on this in future updates on the campaign mode gameplay). Also, the different pieces of information the players collect will unlock specific knowledge of the past that will determine a unique configuration and setup for the epic finale.

ELO Cross-overs: a living project

The opportunity to expand the lore of Primal allowed us to draw a bigger picture that had the potential to embrace ideas from the past and potentially the future of our creative journey.

In facts, some ELO Darkness characters have been revisited to have their origins intertwined with the world of Thyrea. Primal becomes the main storyline that explains those characters’ background and powers.

The way the lore has expanded made us reflecting on how the whole project has amazingly grown in value during the course of the development. We are so proud of this journey and so grateful for your incredible support without which all of this wouldn’t have been possible.

Development Update

Now, back to our monthly workflow update, let’s talk about the project’s state of art.

August has been a very productive month: when you’re heading to the finalization of the process and every task converges and connects to the others, things can easily end up taking more time than expected, but we are happy to confirm we’re on track with our recent plans.

Miniature Production. We are excited to say that the mold production has started for a large part of the models. After the detailed work we did on files and samples in the last months, we have large confidence and great expectations on the final result. In case you missed it, have a look at the samples we received from the factory in our previous updates (Update #37 - Update #36)

Proofreading. In a few weeks we will have all texts in the game undergoing a professional proofreading process that will help polishing and finalizing the wording of all cards and rulebooks.

Writing. The scenario writing is progressing well and it is expected to take about 4-6 weeks from now to be finished and fully translated into english (the translation from italian to english is already in progress).

Artwork and Printing Files. Some slight delays may occur during the finalization of all the files, but we are currently on track with our schedule and we expect to have most of the material ready for the printing component production in the first half of October.

BackerKit and Shipping cost. We think it’s useful to repeat this information again, given the unique circumstances of global shipping. Considering the shipping crisis situation, we decided that the best thing to do for everyone is to calculate shipping fees (and charge for shipping on BackerKit) once we are as close as possible to the moment that the games are picked up from the manufacturer. So, considering our roadmap, this means we will not charge for shipping until the first months of the next year. All of this, let’s repeat for clarification, is to get the best prices possible. Of course, we know it is important for you to be notified about the charge date in advance. You can be sure we will communicate our plans in advance (1-2 months) so that you can be prepared.

That’s all for today! We hope you enjoyed the update and we will be back next month with more news from Thyrea.

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Arf, toujours pas eu l’occasion de tester une vraie partie, avec le proto que j’ai eu la chance de récupérer.

J’ai juste fait une installation et quelques tours en soluo en lisant les règles. Ce n’est pas que c’est compliqué, mais il faut vraiment s’imprégner de l’icono, abondante et pas fofolle niveau limpidité. Et il y a pas mal de petites règles disséminées à droite à gauche, bref je pense qu’il va falloir quelques parties pour que le prologue soit joué de manière un peu fluide. Mais il y aura sans doute des aides de jeu dans la version finale ?

A ce stade, j’ai l’impression que c’est (très) bon mécaniquement, mais c’est (très)… mécanique. Et le narratif est quand même light, c’est un texte pour planter le décor et on remet le couvert ensuite.

Ça, c’était assez clair dès la campagne, non?

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A voir comment ils ont fait évolué tout ça galvanisé par le succès du jeu. Je pense que l’on peut être que bien surpris à la vue de la mécanique plutôt basique du mode histoire : combat, embranchement, marché, combat, etc.

Désolé de donner mon avis après un début de partie, je ne le ferai plus, promis :slight_smile:

Ca ne ressemblait pas à une attaque je crois ^^. Mais je pense qu’irish parlait du narratif peu poussé.

Comme dit captain, ça n’était pas du tout une attaque, désolé si ça t’a semblé en être une :slightly_smiling_face:

Dites le PM ferme quand ? Il y a une idée de la date (fourchette) de livraison ?

Après toutes ces news, quelle est le hypometre sur ce jeu. J’arrive pas à mettre faire un avis :confused:

J’ai envie de le prendre mais ça semble limité en one shot… Campagne obligée ?

Le PM fermera environ deux mois après l’annonce de sa fermeture, on ne sait pas quand.

Oui, ça semble être un jeu qui a plus d’intérêt en campagne.

Il y a quand même un côté aeon’s end cependant sans le deck building. Donc le combat unique reste intéressant. Je crains plus qu’il faille bien connaître les personnages pour commencer à prendre du plaisir, donc peut être pas le jeu pour des joueurs occasionnels.

A part l’aspect combat de boss, le rapport avec Aeon’s end est léger.
Il y a de la construction de deck avant partie, à voir comment c’est géré dans les scénarios indépendants, mais l’intérêt vient aussi de l’xp et des récompenses de combat du mode campagne.

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Salut , je remets à dispo le proto que @Nixx m’avait gentiment refilé il y a quelques semaines, allez zyeuter ça dans le thread « Mon plus vraiment précieux » :wink:
Ca m’a permis de me faire une idée et d’annuler mon late pledge, Primal ne m’a pas emballé plus que ça, trop mécanique (et de mécanismes) pour moi !

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