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SPINE Q&A: Ep. 3

[h2]Hello, Tensor Citizens! [/h2]

Throughout 2024, we have been committed to the principles of open dialog that our beautiful city was built on. We were incredibly hyped to host two Live Q&As with SPINE's Game Director Dmitry Pimenov during this time not only to answer your most burning questions but also just to chat.
And there were a lot of them. You can check out previous recaps for yourself.

SPINE Q&A: Ep. 1 SPINE Q&A: Ep. 2

But oh baby, a triple! We just couldn't pass up the opportunity to chat with you live one last time this year. That's why on Firday Dec 13th we're pulled Dmitry out live on SPINE Discord Server again. We spent a whole hour chatting and answering your most tricky questions and overall had a great time.
For those who missed this landmark event, we provide a recap of the most interesting questions.

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Q: What's the main focus of SPINE going into 2025?

A: Our main focus next year is scaling up. We've spent this year gathering our core audience—fans of beat'em up games, animation lovers, and so on. Next year, we aim to reach a broader audience and tell much more about the game (story, narrative, atmosphere, gameplay features), fully focusing on our path toward release.


Q: What's been the most enjoyable part of developing SPINE's gameplay mechanics so far?

A: The most interesting part for me is creating melee combat with guns. This unique combination is very rarely found in other games. It poses challenges because people expect guns to be ranged weapons, but the coolest parts of Gun Fu are all about close combat with firearms. The free-flow combat system works well with this mechanic, and solving these design problems with our team is very exciting.


Q: How hard was it doing the camera work shown in the newest trailer?
A: Since all of the scenes in our latest trailer featured a gameplay camera, we can dive deeper into the camera work of the game itself. To put it simply, creating the camera system for SPINE is a very complex task. Our camera system is unique because we want to create something new and outstanding, inspired by cinematic action scenes from games like Uncharted and Sifu. Because of such ambitions during development, systems sometimes collide, causing issues like the camera getting stuck inside walls etc. So, fine-tuning this complex system is our main challenge right now. We're still working on it and will continue refining it right up until the release date.


Q: Are the Spine implants unique and have their own features?
A: Yes, every Spine implant in our game is unique and custom-made for a specific person. This rarity and uniqueness help us add depth to each character's identity and enhance the personalized aspect of their abilities. For instance, the Tensor created Redline’s Spine, but it was not intended for her. How does that affect their interaction? You'll have to play the game to uncover the answers.


Q: Will Spine regularly talk to Redline or seldomly? Will it have character traits?

A: Yes, Spine will regularly talk to Redline, much like in a buddy movie style. We know some players prefer less dialogue. So we're careful to avoid making this annoying by working with voice actors to perfect this interaction. Spine will have quirks, and its personality will evolve throughout the story, reflecting its significant role in the game, which is why it’s called SPINE.


Q: Does Redline have any fears or weaknesses?

A: Absolutely. While Redline appears virtually invulnerable in the trailers, she has her weaknesses. Her main flaw is rushing headfirst into action without thinking things through. This impulsive behavior is her real lore-based weakness. We have various ways to showcase that In terms of gameplay. It's not that all bullets miss her. The game will reveal more of her nuanced character, including her moments of vulnerability.



Q: Do acrobatic moves work as skills? Is there a skill tree, or do you learn gradually from teachers in the game world?

A: The central theme of SPINE is the human/AI intersection, so the idea of acquiring skills via in-game NPC trainers doesn’t work for us. Instead, we came up with the idea of a skill tree based on your relationship with your augmented AI implant, Spine. As Redline and Spine's relationship develops, you gain ability points to unlock and upgrade various skills.



Q: Will the fighting system in SPINE be more like Oni from Bungie Studio or like recent games with one-button, no-brain combos?

A: Good beat'em up games are like playing a piano, requiring both skill and strategy. Our fighting system is closer to the Batman series rather than a one-button combo style. While Oni is a great game, it’s quite old. It’s definitely one of our references, but regarding mechanics, the players expect much more nowadays.


Q: How does the combat actually work in practice? Especially when it comes to the finishers/takedowns. Do you unlock different takedowns as you progress, or does it all depend on the enemy type, their weapon, etc?

A: Finishers are a basic part of the gameplay, so they will mostly be available from the start. Instead, the mechanics you unlock include how you use weapons, what moves you can perform, and how you interact with the environment.



Q: How does the spray paint mechanic work, and what are its advantages?

A: The spray paint mechanic was inspired by Redline as a street artist, adding a unique layer to the gameplay. She’s using it for various purposes in the game, from cutscenes to combat.
One of the key features is crowd control. For instance, an early ability allows Redline to spray paint around her, causing enemies to cough giving her a brief respite. This mechanic fits the character's street artist persona and adds strategic depth to the gameplay.
Additionally, other cool mechanics related to spray paint will surprise players. They enhance the gameplay experience, making it more dynamic and engaging. In essence, the spray paint mechanic is a versatile tool that players can use creatively for various purposes.



Q: How important will exploration be in the game? Can you find secrets, areas, items, money, shortcuts, or easter eggs in less accessible or side areas?

A: Exploration is one of the core features of SPINE. We're very proud of our level design and strive to ensure each mission has unique surroundings and assets. Although the missions are usually linear, you'll explore different areas, find detours, and discover items. While I can't reveal all the details now, rest assured that exploration is significant, and you can look forward to finding secrets and easter eggs throughout the game.


Q: Will there be any mini-games in the game's hub areas?

A: Yes, we are currently designing the hub and thinking about adding mini-games to it. Initially, we considered including Vector, one of our previous games, but it's challenging due to the different game engines. Yet you still can expect some mini-games within the hub areas. We're working on incorporating fun and engaging elements to enhance the overall experience.


Q: Will there be a first-person mode in the game?

A: While the idea of a first-person perspective for exploring the world is intriguing, it's not something we're focused on right now. The third-person view is crucial for the gameplay because Spine, the augmented AI implant, constantly interacts with Redline as a secondary protagonist of the game. This camera view also highlights the cool stances and movements, allowing you to see more of your environment during battles. These moments make the 3rd-person camera integral.


Q: Did you take inspiration from the anime Ghost in the Shell?

A: For sure. Ghost in the Shell is a cult classic, and its incredible design has greatly inspired us. While it's not a Gun Fu anime, its influence on the cyberpunk genre is undeniable. We love playing with ideas like this, and you'll notice certain scenes that remind you of Ghost in the Shell in some ways.
However, SPINE isn’t entirely about these homages. We aim to blend familiar elements with fresh, unique content. We use these inspirations to pay tribute and add depth to our game.



Q: Is there going to be a SPINE 2?

A: If things go well, we plan for sequels and DLCs. We love developing franchises like our Shadow Fight series. We've also signed a partnership for a potential TV adaptation of SPINE with Story Kitchen company. Also, we already have a prequel Webtoon series called SPINE: Bullet Dancers, which you can read right now.


Q: Do you anticipate SPINE as a viable candidate for crossover IP?
What are your marketing plans for growth?


A: Incorporating crossovers into a lore-focused, story-driven game can be challenging, especially while maintaining the overall tone. Therefore, we don't plan to integrate characters from other franchises, like John Wick or Ghostrunner, into our main story. However, we're open to collaborations outside the core game, like community events or optional customization items.

Customization, like weapons of alternative outfits, could involve collaborations with other IPs, as long as we reach the necessary agreements. Since it’s optional, it won’t impact the main storyline, preserving the game’s serious tone. We aim to balance maintaining our narrative’s integrity with engaging promo strategies.


Q: When can we expect a trailer with gameplay showing the game interface?

A: We actually already showcased gameplay HUD on some screenshots we’ve posted on our socials. It’s pretty straightforward, including a health bar, ammo count, and equipped abilities.
We plan to release a video with extended gameplay and the interface shown in the future. For now, we focus on showcasing the gameplay without UI to convey the action movie concept more effectively. So, stay tuned for more updates!



Q: Will there be a demo or public beta before the release?

A: While a demo format could work well with SPINE, and demos are becoming more popular again, it's too early to discuss. We've shown SPINE gameplay builds to journalists at the Gamescom Business Zone this year, and you can check out some gameplay previews from outlets like Games Radar and PC Gamer.

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That's all for this year of SPINE. It was hell of a ride! But we need to tighten those belts, 'cause 2025 is about to get even more insane! Merry Christmas and happy new year, Tensor Citizens! Stay Gun Fu!

SPINE Team