![]() ![]() NoFrag : How the combat system of Chivalry II will be different? Do you promise that we will no longer see any abuse of the combat system: touching opponents from behind, making it impossible to read the strikes or playing the ballerina? Torn Banner: We think we feel the same way about the first Chivalry as many of our fans do, it was a game that had a tremendous amount of potential and was quite fun for a time, but at higher skill levels it fell apart due to the level of swing manipulation that at times looked absurd. As an older and bigger team we’ve got a lot to learn from Tripwire and we are excited for all of the awesome improvements to Chivalry 2 that this partnership will bring. We’ll go into more detail about that in the future, though on a creative level Torn Banner are still leading the design and development of Chivalry 2. Tripwire are participating in the development of Chivalry in various aspects, providing seasoned advice, technical support and allowing us to make Chivalry 2 bigger and more impactful than we could on our own. Essentially it is combining the best qualities of our studio with the best qualities of Tripwire. We think that there is so much for players to be excited about when it comes to this partnership. We’ve known Tripwire for almost 10 years now, essentially since before we launched Chivalry, so they are the closest studio to us in the industry. Could you explain how you work together? Do they participate in development? Torn Banner : Our collaboration with Tripwire is more of a creative partnership than a traditional publisher / developer model. NoFrag : Tripwire is your publisher for Chivalry II. We just knew we had more we wanted to accomplish in the series and no defeat would take away that potential from us. I believe it was ultimately our core passion for the Chivalry series that got us through those “dark ages” and kept us driving to make all the hard changes and improvements we had to as a company in order to be able to make a great game. And now I’m happy to report that everyone here is motivated and giving everything they have to make Chivalry 2 the best game it can be. There is no doubt that this experience has strengthened and refocused our team. The failure was so complete that there was no option of shying away from our mistakes, so the only option we were left with was to get to work fixing the problems. In a way it was also a blessing, as despite being a very painful time for the team, it forced us to look at how we were operating and how we got into that place where we created something that didn’t resonate with an audience. We put years of hard work and love into that project and for it to not just not take off, but truly crash and burn right off the start the way it did was hard and took all we had to recover from. How was the atmosphere in the studio? Were you always motivated to work on something? Torn Banner : Mirage released in early 2017 and it’s commercial failure deeply shook the studio. NoFrag : Before discussing the game in more detail, a word about Mirage: Arcane Warfare which was a flop. The trailer that we showed at E3 was more of a tease than a full gameplay trailer, we’ve got so much more game to show people as we move towards launch in 2020. But it’s been in our heads for significantly longer… this is the game that our studio has been waiting to make for a long time. How long have you been working on the game? Why did you keep it a secret for so long? Torn Banner : We’ve been working on Chivalry 2 for over two years, since early to mid 2017, immediately following the launch of Mirage. NoFrag : The announcement of Chivalry II during E3 was a surprise. Torn Banner in 2019 is now the best of both worlds: we have the raw original talent that brought the original magic to Chivalry 1 back in 2012, but with even more experienced AAA industry team members who will help us to bring the quality and polish bar up several notches as we work to create a true sequel. Many members of our team from the original Age of Chivalry and then Chivalry: Medieval Warfare developer teams are now joined by a lot of talent from the AAA industry. Could you introduce the team? How many people currently work at Torn Banner? Torn Banner : Our team is 25 people (and growing), all based here in Toronto, Canada. Thank you very much for agreeing to do this interview. ![]() ![]() Thanks to Torn Banner Studios, answered by Steve Piggot.
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