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Mandragora: Whispers of the Witch Tree News

The Music of Mandragora: An Interview with Christos Antoniou

[p]As you travel through Faelduum, meet intriguing characters, and battle ferocious monsters, you will hear the music of Christos Antoniou. Every track is unique. One may seek to boost your morale during a tough battle, another may inhibit sadness during an emotional moment on your adventure, and another may convey conflict as you wrestle with your choices.[/p][p] [/p][p]We chatted to Christos Antoniou, the composer for Mandragora: Whispers of the Witch Tree and founding member of symphonic metal band Septicflesh, about composing for video games, creating a world of music, and dove deep into what it takes to create truly special pieces. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Q: Your career has been so varied, from metal with Septicflesh, to composing for TV series and documentaries, and now video games with Mandragora! How did your love of music evolve into composing for video games?[/p][p] [/p][p]A: To be honest, I'm not very familiar with video games. I love film scores and movie soundtracks, but I don’t play a lot of games myself. I connected with Primal Game Studios through LinkedIn. They knew my music from Septicflesh and Chaostar and asked if I would like to compose the score for Mandragora. I immediately said yes. I found it very challenging, it was a new world for me, and I put in all my effort to create something with a strong identity that would support the game.[/p][p] [/p][p]With Mandragora, I had freedom to create, I didn't have any limits, and I wanted to create something new. I didn't want to listen to many video game soundtracks. I wanted to study a lot of concert music, composers like Rimsky-Korsakov, Stravinsky, and others. Of course, Primal Game Studios provided some references, but my main inspiration came from outside that realm.[/p][p] [/p][p]I believe the soundtrack has a unique atmosphere. It has a lot of themes. It has a lot of effects. It's a world I would say between concert music, film score, and video games.[/p][p] [/p][p]Q: When creating the Mandragora soundtrack, how did you approach capturing the tone and atmosphere of the game’s world, especially in the multiple locales? Were there any specific themes or emotions you focused on while composing the music for Mandragora?[/p][p] [/p][p]A: I read the script Primal gave me, and I also read some articles about the Mandragora plant. I was fascinated by the sound that can be created from this plant. You know, it has a very distinctive, very high-pitched sound, and I tried to recall this kind of effect. I have used many effects from the orchestra and from synths in order to create the distinctive scream element of Mandragora. I had to compose a lot of themes, different ones for each boss. It was very hectic, you know, but also very challenging because the battle music has a lot of notes, and this is not so easy. I didn't have any creative block moments, and I wanted to create a unique theme for each boss and a main theme for Mandragora that has been repeated throughout the soundtrack.[/p][p] [/p][p]It was very challenging, very hectic, difficult sometimes, but I had a team also that helped me. I had an orchestrator, a MIDI arranger, and transcription assistants. You need a team because it's a very tough job to do.[/p][p] [/p][p][/p][p] [/p][p]Credit: Septicflesh[/p][p] [/p][p]Q: What do you think makes a game soundtrack memorable, and how do you strive to achieve that in your work?[/p][p] [/p][p]A: I think the main theme of Mandragora has the potential to be memorable, but only time will tell. It can touch people, because it has an emotional element. It has heroic, sad, and optimistic elements all at once. Each boss has a distinctive theme, that probably will touch some people, as I said, and hopefully will be memorable.[/p][p] [/p][p]Q: You were on-site for the recording of the soundtrack with a live orchestra, can you tell us what it was like to hear your compositions performed live by a full orchestra? Did hearing your compositions performed feel different from when you originally composed them?[/p][p] [/p][p]A: Well, the equipment and the orchestra are the same as I have used with my band. I have recorded many times with the orchestra in Prague. The gear was similar, but the compositional process was different from my band. With my band, I have to compose a song that lasts four minutes that has an intro, bridge, refrain, another bridge, refrain, and so on. But with Mandragora, I had more freedom. I could move in different paths during the song. [/p][p] [/p][p]I had this freedom from Primal to create something that expressed myself. I composed around I think 120 minutes, like nearly two hours. I didn't have any limits, and this helped me a lot, which is totally different from the compositional process of my band.[/p][p] [/p][p]When I was a student, my dream was always to listen to my music from an orchestra, and it’s a unique feeling. I was lucky, and I want to also thank the production for this luxury and opportunity to record with an orchestra. It's always great to score for an orchestra, and especially for a soundtrack.[/p][p] [/p][p][/p][p] Q: With the growing trend of video game soundtracks being released as standalone albums, how do you approach writing music with that potential audience in mind?[/p][p] [/p][p]A: I never write music solely for others, I write for myself first. If my music resonates with people and evokes emotions, that’s amazing, but I believe an artist must create from the heart and not just compose something to sell. Staying true to your artistic vision is essential for creating something unique.[/p][p] [/p][p]An artist has to develop and create something that comes from his soul, his heart, and only then think about how it will be approached from the point of a listener. I follow my inspiration, I follow my heart, and this is the most important thing for an artist. If the soundtrack goes well and I believe that it can go well, as well as the game, I will be super happy if we can release it as an album. The most important thing is to be honest with your listeners. This is the most important thing.[/p][p] [/p][p]Q: In your opinion, how important is music in influencing the emotional response of players?[/p][p] [/p][p]A: I think music plays a vital role. When you are playing a game, Mandragora, for example, you’re in this world, and the music can help you understand the world better—the environment, the battles, and the bosses. All these elements can help you to understand the game better and to perform better, because there are themes that give you a motivational element. Some themes are victorious and motivational, while others are more emotional. Music immerses the player in the game’s universe. You get into the role of the character, and this plays a vital role for the player.[/p][p] [/p][p][/p][p] Q: Can you think of a moment from your work where the music made a huge impact?[/p][p] [/p][p]A: Creation is always unique to me, and my perspective changes. Right now, I am immersed in the mood of Mandragora. In six months, I will start composing new music for my band. You always have to develop and search for evolution in your work. Of course, you have great moments from past projects, but you have to move forward. I sometimes listen to the soundtrack. I'm very proud of the game.[/p][p] [/p][p]Q: Did you get to play the game in its early stages to understand its atmosphere better? How does experiencing the game influence your music?[/p][p] [/p][p]A: No, I was composing while on tour in North America, working on my score in the tour bus. I didn't have any time to breathe. Two days after returning from North America, I had my second session in Prague. It was a really tough period for me, but it's something that I love to do. I didn't have time till now to play the game, I would love to play it. I'm not a person that plays a lot of games, but it's something that I have to do for sure.[/p][p] [/p][p][/p][p] Q: How do you balance creating an iconic and memorable melody versus something that fits seamlessly into the gameplay without distracting the player?[/p][p] [/p][p]A: Balance is something you always have to fight for in music. I don’t want to use words like “iconic”, time will tell, and the listener will ultimately decide if something becomes iconic. I’m very proud and optimistic about the themes I’ve created, but at the end of the day, it’s up to the audience to decide if the music fits the game.[/p][p] [/p][p]Balance is always a challenge. You have to know when to leave the player and let the music breathe. You don’t always need to say too many things, sometimes you need a pause or something more subtle in order to achieve the moment of the game. As composers, we constantly face this challenge. Enthusiasm can sometimes mislead you if you don’t have the proper filter to make the music work.[/p][p] [/p][p]Q: What advice would you give to aspiring composers?[/p][p] [/p][p]A: Have a vision and follow it. Study and research a lot. Filter your influences so that your sound becomes distinctive. Although it's a very difficult era to be a musician, if you follow your dreams and your vision, I think you will manage to find your way. It's a difficult world, very difficult, I can see that every day, but you need to have a sound in order to have an impact in the music industry, because everything has been saturated. We live in an era where a lot of rubbish music exists. You need to somehow develop yourself and follow your heart and your vision.[/p][p] [/p][hr][/hr][p] Mandragora: Whispers of the Witch Tree is available for PlayStation 5, Xbox Series X|S, and PC via Steam, Epic Games Store, and GOG.com. It is also coming to Nintendo Switch on September 4, 2025. [/p][p] [/p][p]Stay up to date by following us on Facebook, X, Bluesky, and Instagram, and join our Discord server to connect with fellow Inquisitors.[/p][p] ​[/p]

The Voices of Mandragora: An Interview with Aysha Selim (Mandragora)

[p]This article features spoilers for Mandragora: Whispers of the Witch Tree.[/p][p] [/p][p]Faelduum is a tough place to make your mark as an Inquisitor, and a disembodied voice in your ear tempting you to stray from the path probably doesn't help matters. Will you follow the voice of the mysterious witch spirit Mandragora and betray your oath?[/p][p] [/p][p]We sat down with Aysha Selim, the voice of Mandragora, and discussed the world of voice acting, playing the witch herself, and Aysha’s iconic Overwatch character.[/p][p] [/p][p][/p][p] [/p][p]Q: If you were going to enter Mandragora: Whispers of the Witch Tree as the player, what do you think you'd feel about Mandragora herself? Do you think you'd be suspicious, immediately take her side, or would you betray her?[/p][p] [/p][p]A: I'd be very suspicious. So it’d be like a long, long game of trusting. There's going to be a temptation of joining her or not joining her, and it's going to take a while.[/p][p] [/p][p]Q: When you were recording the voice lines where Mandragora speaks directly into the player’s mind, how did you imagine her? Was she inside their brain? Was she on their shoulder like a little devil?[/p][p] [/p][p]A: I try to imagine the setting and how I would be in it. No, she's not like an angel or a devil. She's very much present.[/p][p] [/p][p]Q: Were there any lines or moments in the script for Mandragora that were fun to record or that particularly resonated with you?[/p][p] [/p][p]A: I think one of the lines that they used for the trailer. These lines were quite spooky, and I was happy that my lines were used in the trailer.[/p][p] [/p][p][/p][previewyoutube][/previewyoutube][p] [/p][p]Q: We've already talked about Mandragora’s alignment, but when you were recording, were you switching between “sounding evil” and “sounding good”? [/p][p] [/p][p]A: I never thought that she's 100% evil because she’s an old soul, so there's going to be some element of that. I never considered her 100% evil. Never.[/p][p] [/p][p]Q: How collaborative was the process of recording for Mandragora? Did you get to decide if she should sound more evil or good?[/p][p] [/p][p]A: I rely more on the director because they know the stuff better, or they have the bigger picture. So, I might feel like I need to do it this way, but they know where it fits in the context. I remember once with Ana, they were like “you need to be desperate”. So I go “no, no, no, Ana is never desperate”. This is when you've been recording the character for several years, but if it's something new, like Mandragora, you have to rely on the people working on it because it's still very new.[/p][p] [/p][p]Q: Have you seen any positive changes in the voice acting industry over the last few years?[/p][p] [/p][p]A: The technology of what you can do, like with ProTools. I used to work for Disney for like 20 years, and I was in charge of the Arabic dubbing. I remember once they said, for singing especially, they said, “give me an attitude and ProTools is going to take care of the rest”. It's like “don't focus on things like a perfect pitch, a perfect note” and “okay, give me an attitude. Don't be dead flat”.[/p][p] [/p][p]Q: When it comes to delivering those intense emotions, do you find yourself drawing from personal experiences, or is it more of a technical skill that you've developed over time?[/p][p] [/p][p]A: I was doing Ana in Overwatch, and there was this trailer, and she's reading a letter to her daughter. And at that precise moment, my niece's daughter was having a brain operation, and then I took a break, and I saw that she woke up, and the first thing she asked for in sign language was “I want to eat”. So I started crying and then went into recording immediately. I can do it emotionally much better now.[/p][p] [/p][p]Q: What is your opinion on AI being used more prevalently in voice work?[/p][p] [/p][p]A: I believe you cannot replace the human element. It's impossible to replace it, and I think some languages are luckier than others; for instance, in Arabic (because, you know, I'm Egyptian). In modern standard Arabic, you have case endings, and if (while recording and especially in dubbing) you're going to cut off a word or add a word, it's going to change the case ending. So far, AI has not mastered this.[/p][p] [/p][p][/p][p] [/p][p]Q: What's the hardest type of voice work? Is it the soft whispering or the big shouts?[/p][p] [/p][p]A: It's the big shouts. Sometimes you have a sound director who knows it's going to crack your voice, so he keeps your shouts till the very end because otherwise I'm going to lose my voice! [/p][p] [/p][p][/p][p] [/p][p]Q: When you hit record, do you already have the direction that you want to take the voice in your head?[/p][p] [/p][p]A: I wait for the director to give me the direction, and then I give like three takes. Of course, while the director is explaining, I keep contemplating how to portray that.[/p][p] [/p][p]Q: Do you have a dream role?[/p][p] [/p][p]A: Not really, no. I'd like to do more games. You know, my voice is not like a versatile one. When I do a cameo with Ana's voice, it's my voice. I don't change voices. I change delivery, maybe, but not voices. Some voices are easier to change, but I'm always going to have this huskiness in my voice. [/p][p] [/p][p]Q:  What do you do after a long recording session? Not just to preserve your voice, but also to unwind.[/p][p] [/p][p]A: It's just like you get out of it, and it's not really a routine. It's like you're in it, and then okay, let's get out of it. It is literally like stepping in and out of a character. Especially with Mandragora, which was a very intense role. I like the fact that there's a part of evil in it. I love evil roles. They're so much more fun to do. I was so tired of being the savior and the hero, like “no, give me something hard to work with!”[/p][p] [/p][p][/p][p] [/p][p]Credit: Blizzard Entertainment [/p][p] [/p][p]Q: What is it like to see people resonate with Ana’s character so strongly? [/p][p] [/p][p]A: To be quite honest, when I started recording Ana, I had no idea what it was about. When I went to Blizzcon in 2017, a year after recording Ana, that was like “oh my god”, that's a totally different world to me. You get a limousine at the airport with a star on it, and then you arrive there, there is a personal assistant and a bodyguard, and it's like, is this for real? And then for three days people are all over the convention dressed up like characters, standing and queuing for four hours just to get an autograph, and it was like “this is real”. When you have interviews, you see how, in some way for some people, it has helped them, it has given them strength, hope, and stuff like that.

But at the same time, there's always a part of me like “guys, this is not the real world. Don't stay so much in front of a screen, like, please play, but also go out in the fresh air and talk to actual people.” At first, I was surprised that a character could help so much. I'm glad something comes out of these hours they spend in front of the screen.[/p][p] [/p][p]Q: What advice would you give an aspiring voice actor?[/p][p] [/p][p]A: Work on your voice. Take workshops and really work on it, and work on your acting because some people are like, "Oh, it's just voice acting." No, no, no, no. This is where you can prove yourself because there's no makeup, there's no lights, there's no costumes, there's no one to support you there like fellow actors. So take it seriously. It's really something to take seriously.[/p][p] [/p][hr][/hr][p] [/p][p]Mandragora: Whispers of the Witch Tree is available for PC via Steam, the Epic Games Store, and [/p][p]GOG.com, PlayStation 5, and Xbox Series X|S. [/p][p] [/p][p]Stay up to date by following us on Facebook, X, Bluesky, and Instagram, and join our Discord server to connect with fellow Inquisitors.[/p][p] ​[/p]

The Story of Mandragora: An Interview with Brian Mitsoda

[p]As you travel through Faelduum, master six classes, complete daring quests, and encounter terrifying monsters, you’ll also discover a sprawling, interconnected world you can truly succumb to. We talked to Brian Mitsoda, the Narrative Lead of Mandragora: Whispers of the Witch Tree, about immersing the player in a dark fantasy you’ll never want to escape from. [/p][p]This article was originally published on Xbox Wire on March 21, 2025.[/p][p]
[/p][h2]Defy Your Fate, Inquisitor[/h2][p]Mandragora: Whispers of the Witch Tree is set in the world of Faelduum. Inspired by myths, folklore, and fairy tales, this is a land where magic is very real, but outlawed. 

City-states are governed by tyrannical archmages, and justice is done upon magic-using ‘heretics’ by Inquisitors. You play one such Inquisitor, whose fateful decision at the start of the game sets them on a path of defiance that will lead them to the darkness festering in the heart of Faelduum.

“Personally, one of the things that drew me to the project was the strong Castlevania influence, as that’s one of my favorite games series of all time,” says writer Brian Mitsoda, who shaped the lore, characters, and worldbuilding in Mandragora together with the team at Primal Game Studio. 

“The dark fantasy elements reminded me of Berserk, and there was also a bit of traditional folk tale and fairy tale influence.”

Some of that influence can be seen in the monsters. From wild wolves to bloodthirsty vampires and other creatures of the night, there’s a veritable bestiary out for your blood. Blades (or spells) at the ready, then.


[/p][h2]Entropy Is Coming[/h2][p]At the beginning of your Inquisitor’s quest, they discover that monsters are bleeding into Faelduum through tears in reality created by the mysterious, parallel plane of Entropy. The path forward is clear: Entropy must be cut off if Faelduum is to survive. And to do that, you’ll have to contend with legions of beasts and even more challenging bosses. 

But even with world-ending stakes, Brian thinks it’s important to keep players focused on having a good time.

“The most important part of the game is the gameplay, so for me, I always ask how I can complement it without bringing it to a grinding halt,” says Brian.

“For example, if you’re fighting a bandit, I want you to know why they’re in your path aside from the fact that they’re called ‘bandits’ and they’ve got enemy HP bars over their heads. If you want to know more, you can get some information from the environments and bestiary. If you pay attention to background dialogue, you’ll learn more about the state of the area.”

Characters are vividly brought to life by a cast of incredible voice actors—including Aysha Selim (Overwatch 2, World of Warcraft)—with many unique regional accents fleshing out the geographical scope and cultures of Faelduum.


[/p][h2]Ripples Through Reality[/h2][p]“I’ve been playing video games since I was old enough to hold a controller, but what made me want to write them is that, unlike traditional mediums, the player can have a more active role in deciding everything—from their relationship with a character to the way the world is changed by their actions. There’s an active element in game design that makes everything feel a lot more personal.” [/p][p]With Brian’s background in branching narratives, it’s no surprise that players will be presented with choices at various points in the game. “We let the player define who the Inquisitor is with their dialogue and story choices, so the main character’s fate isn’t set in stone,” says Brian. [/p][p]And though the world is extremely dark and cynical, he believes there is “hope for redemption” for your Inquisitor. But that choice lies in your hands. [/p][p]Finally, Brian has one piece of advice for new Inquisitors set to begin their quests in Mandragora: “Don’t sleep on the Caravan character quests. You get to learn a lot more of their secrets if you do these. Really happy with the way they came out!” [/p][p] Mandragora: Whispers of the Witch Tree is available for PC via Steam, Epic Games Store, and GOG.com, plus PlayStation 5, and Xbox Series X|S

Stay up to date by following us on Facebook, X, Bluesky, and Instagram, and join our Discord server to connect with fellow Inquisitors.
[/p]

Entropy: The Unmaking of Faelduum

[p]Something is eating away at the world, fraying its edges, twisting it into something unrecognizable. This is no natural decay—it is hunger. Patient, creeping, gnawing at the fabric of reality, twisting the familiar into the grotesque. Hills crumble into ash. Trees weep ichor instead of sap. Roads crack and lead nowhere. Entire villages vanish into thick black fog, seemingly consumed overnight. The world is forgetting how to be whole.
[/p][p]Whispers speak of Witches being responsible—those accused of wielding dark magic to hasten the end. The Inquisition stands ready to root them out, determined to cleanse the corruption before it claims everything. Whatever the cause, one truth remains: the world is changing, and those who venture beyond the city’s protective walls must face what lurks in the decay.
[/p][p]How long before there is nothing left?
[/p][h2]What Is Entropy?[/h2][p][/p][p]In Mandragora: Whispers of the Witch Tree, Entropy is both a creeping metaphysical threat and a tangible gameplay system that shapes how you survive. It represents the corruption at the heart of Faelduum’s decay, an otherworldly force that distorts nature, bends reality, and tears pieces of the world into something… wrong.[/p][p]When Entropy touches a place, it tears it from the world and folds it into something else: a corrupted reflection of reality, where the rules change, and survival demands more than just brute strength.[/p][p][/p][p][/p][h2]Your Only Light in the Dark[/h2][p][/p][p]The key to piercing Entropy’s veil is the Witch Lantern. With it, Inquisitors can open rifts into Entropy Zones, pocket realms warped by the corruption.[/p][p]From within, the world fractures. Time drags. Gravity twists. Voices echo from nowhere. And worse still, the lantern’s protective glow fades with every second spent inside. When it dies, the corruption takes hold.[/p][p]These zones are filled with platforming challenges, warped enemies, and hidden rewards, so exploring them is always a dance of risk and reward. Upgrade the lantern, restore its power, and venture deeper... or lose yourself entirely.[/p][p][/p][p][/p][h2]Entropic Essence[/h2][p][/p][p]Yet even in ruin, Entropy leaves behind something of value.[/p][p]By defeating powerful foes or opening certain chests, you’ll gather Entropic Essence, a rare resource harvested from the void itself. It can be used to enhance your skills, allowing your Inquisitor to adapt, evolve, and grow more formidable. It is the currency of change, earned mainly by facing the abyss and living to tell the tale.[/p][p][/p][p]Will you brave the void… or be devoured by it?[/p][hr][/hr][p]Stay up to date by following us on Facebook, X, and Instagram, and join our Discord server to connect with fellow Inquisitors[/p]

Test Your Tastebuds In The Dark Ale Quest: Available Now

Prepare your senses and sharpen your wits, Inquisitors, as you embark on a unique culinary and combat challenge! The Dark Ale Side Quest is now available for free to all players* as part of Update 1.6.2.

https://store.steampowered.com/app/3352610/Mandragora_Whispers_of_the_Witch_Tree__Dark_Ale_Quest/

Immerse yourself deeper into the treacherous world of Faelduum as you undertake a new adventure. Explore Rosalie’s inn and the mysterious keg hidden within to begin a true connoisseur's trial that will push both your combat prowess and your palate to their limits.

Investigate the strange contents of the ale keg and test both your combat skills and your discerning taste in this new, self-contained story.

Not yet explored all Faelduum has to offer? Mandragora: Whispers of the Witch Tree is now 25% off on PlayStation®5 (until July 29) and Xbox Series X|S (until July 31).

*Previously a timed exclusive available with the Deluxe Edition.

Stay up to date by following us on Facebook, X, Bluesky, and Instagram, and join our Discord server to connect with fellow Inquisitors.