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Bound Minions: From Concept to Game - Interview with Neil Thompson

The most common Bound enemy that you’ll fight in Nightingale is The Bound Minion. They’ll be familiar to both experienced and novice Realmwalkers alike as the first type of Bound creature encountered in the Realms. While these lower-tier enemies are relatively easy to defeat individually, they can quickly overwhelm you in larger numbers. We’ve chosen to focus on these fiendish foes in this edition of our behind-the-scenes blog series, and to give us more insight into their creation, we've invited our Art Director, Neil Thompson, to shed some light on the design and lore behind these devilish grunts.

Please let us know if you have any requests for specific Creature Features on Discord or the Forums!

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How did creating the Bound begin?
The Bound Minions were the first enemy type to be created. The original intention was that they would be a ‘popcorn’ fight without much strategic importance or difficulty. We wanted a starting point for future enemy types from a gameplay standpoint and art direction.

The initial design process started with sketches that evoked a type of horde army, with a signature look that would tie (pun intended) all future Bound archetypes together. We went through several rounds of concept designs before we finally hit on a look that we felt satisfied with.

What inspired the lore behind the Bound? When did you know that you had the look for Bound?
The original idea for the Bound was, in retrospect, quite horrifying. Human prisoners were captured by the Fae and, through a ‘Binding Ceremony’, compelled to do their bidding. In this case: Kill All Humans. As a Realmwalker, your only defense was to use whatever tool was at hand to kill these poor unfortunates. Conscious and aware but unable to change their fate, it was a tremendously dark conceit that ultimately we moved away from as it didn’t sit well with the overarching tone of adventure that we believe Nightingale to be. So their back story changed so that they are now constructs of the Fae; grown in vats via magical means. You can feel much better about hitting them in the head with an axe now without the moral dilemma.



This image by Casper Konefal was where we knew we now had the main themes for our Bound look. Even though we changed the origin from human to bestial in nature (as a result of the change in origin story), the visual language defined here became the lasting template that we still refer to today when starting any new Bound archetype.

How did the early development of the Bound change their design?
The Bound Minions were the first enemy type we playtested with. The core idea of these enemies hasn’t changed much, but the art direction for The Bound took off from this point. We iterated off of some initial in-game models until we got to the Bound Minions that you see today. As development and playtesting continued, we evolved the Bound Minions into different enemy types.

Looking at Nightingale today, the palette of distinct Bound types has now flourished into a diverse set of enemies that can operate independently or as a collaborative group.



What is the object or goal of the Bound design? What story are you trying to tell?
The Bound are unified by their aggression and strange ligatures on their skin. The idea behind their evolution is that Minions become Bound Lanterns and other minion types. We wanted The Bound to have a unique bestial quality yet appear capable of metamorphosis into the tougher variants.When we moved away from the initial backstory, we wanted the Bound to signify a soulless appearance, propped up by Fae magic. While these enemies have a physical form, they are an enemy that powerful Fae have created to prevent Realmwalkers from growing in strength.

One thing will always remain true with any Bound archetype: to be Bound is to be in pain, hence the uncomfortable posing and binding of limbs. If it’s not uncomfortable, it’s not Bound.

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Thanks, Neil! That’s all for this behind-the-scenes blog! Stay tuned for more creature features!

0.3.1b.278384 Hotfix

Realmwalkers,

We pushed a minor game hotfix this morning to address chat logs occasionally disappearing on players. There are no other updates/changes at this time, and while you are able to access Online Mode without updating, we highly recommend updating to get the fix for both Online and Offline modes.

You can check if you're on the latest version in the main menu, which should now be 0.3.1b.278384.

Thank you!

0.3.1b Hotfix | Server Maintenance Complete

Realmwalkers,

Our server maintenance has concluded and our servers are now back online.

Please update your game to ensure you can access Online Mode once again.

It's recommended to restart Steam/Epic or verify your game files to make sure you're on the latest version. The game version shows in the main menu when you start the game.

This hotfix is to address:
  • A calculation bug on an item resulting in players being able to damage other players
  • Occasional crash when chopping trees

Thank you for your patience and for joining us on this journey!

- The Nightingale Team

0.3.1a Hotfix | Servers Back Online

Heya Realmwalkers,

Our servers for Online Mode are back online.

Please update your game to ensure you can access Online Mode once again. It's recommended to restart Steam/Epic or verify your game files to make sure you're on the latest version.

This hotfix was to address reports of the game crashing when players would click "Return to Respite" on their map, travel to the Watch, and a few other instances new to 0.3.1.

Thank you for your patience and for joining us on this journey!

- The Nightingale Team (Inflexion Games)

0.3.1a Hotfix Announcement | Upcoming Server Maintenance

Realmwalkers,

We are taking the online servers down at ~4:30pm MT for a hotfix to address crashes introduced with the 0.3.1 update.

You will be unable to play the Online Mode while servers are down and we are expecting them to be down for ~1 hour.

Thank you for your patience.

- The Nightingale Team