If I remember correctly, Zeno Clash was the first game that I bought on STEAM. I was mesmerized by that weird and surreal world, a prehistoric and complex painting full of bizarre characters. After seeing a picture of the Father-Mother, I knew that was a game I needed to try. And I was right, because playing Zeno Clash game felt like punching through a Dalí painting. Years later, Zeno Clash 2 was released, expanding the world and mechanics with a more open formula.
The ACE team is the Chilean company behind the development of Zeno Clash. The company was founded in Santiago by three brothers: Carlos, Andres, and Edmundo Bordeu. Over the years, the ACE Team created more and more unique and interesting universes. For example, Rock of Ages is a series of three titles that allow the player to bring more destruction into another surrealist world. In this case, the player controls a colossal boulder, rolling around the peculiar landscapes while destroying everything in their path.
The ACE Team developed many other titles, including the roguelike Abyss Odyssey, and the shooter inspired by the 1950s sci-fi Deadly Tower of Monsters. However, in the following interview, I will focus on their last two titles: The Eternal Cylinder and Clash Artifacts of Chaos.
The Eternal Cylinder is an interesting and innovative survival game, where the player is in charge of evolving and keeping alive a tribe of small creatures: the Trebhum. But of course, those creatures live in a highly predatory world full of monsters, where a colossal cylinder is smashing everything in its path. The game is set in a proper living ecosystem, with so many creatures to face and avoid by using the multiple strategies driven by the unique capacity of the Trebhum to mutate their bodies based on the environment.
Clash Artifacts of Chaos is the spiritual sequel of Zeno Clash, set inside the same world, but in a very different time. The game also evolved for the gameplay, moving toward a third-person view and with more Souls-like elements. The world is as rich and colorful as never before, with so many places and paths to visit, both during the day and night. The dichotomy between the many characters, Pseudo and the Boy, helps to shape this big and epic journey.
Since you probably already realized how these two games were some of my favorites from the last years, today I had the great opportunity to ask some questions about them to Carlos Bordeu from the ACE Team. Together with Carlos, we will discover secrets, curiosities, and developmental details of both Eternal Cylinder and Clash Artifacts of Chaos. So if you are a fan of these games, I highly suggest you read the following interview.
Q1: Thank you Carlos for the opportunity to interact with you. Your games are characterized by sharing surreal and bizarre worlds, providing the feeling of being inside a surrealist painting. Which art pieces and artists influenced you the most in the creation of your worlds?
A1: Our games have been inspired by diverse artists from different time periods. We have been influenced by the works of John Blanche (Fantasy Illustrator of the 1980s), as well as Harry Clarke (late 1800s) and also Hieronymus Bosch (1500s).
Q2: In your most recent game, Clash Artifacts of Chaos, every important battle is introduced by a ritual, a minigame which provides bonus or malus to the following battle. I personally find this idea brilliant, not only for the gameplay but also for how it is rooted in the world-building. At which point during the development, did you decide to introduce this ritual? Was it always supposed to be like the actual dice-based game?
A2: We are big fans of the “choose your own adventure” role playing books of the 1980s. These books not only had different routes by leading you to unique pages of the story depending on your choices, but they also had combat that had to be resolved by throwing dice (like D&D). So, from the conception of the game, we wanted to somehow add this role playing element but into the fiction of the real world. This is how the ritual was born.
Q3: Clash Artifacts of Chaos features a peculiar day/night cycle, including huge changes not only in the enemies but also in the protagonist. How are these changes reflected in the nature of the world? Why did you decide to include this gameplay-element?
A3: This feature came to be because the game was originally meant to have an “invasion” type multiplayer feature (like Dark Souls) – where players could enter in PvP… however this was not going to work if everyone was playing as the same character / protagonist. We basically had a ‘God of War’ type game where we needed Dark Souls invasions. You can see it wouldn’t work to have several “Kratos” fighting each other in God of War if they added a PvP option. And because of this we needed our protagonist to see himself as a sort of “puppet” (a blank slate) in his dream form. We obviously incorporated this heavily into the narrative, but it was an unused feature which prompted this design choice.
Q4: The lonely Boy, the creepy Gemini, and the mysterious Golem: the world of Clash Artifacts of Chaos is full of peculiar characters. If you would have the opportunity to do a spin-off to expand the story of one of the characters, which one would it be and why?
A4: I would love to do a game where you play as Golem. I’ve always wanted Nintendo to do a Zelda game where you play as Ganondorf instead of Link, so maybe that’s why. 😛
Q5: The Travelling Players, a cult/theater production, are a brilliant piece of storytelling, world-building, and meta-gaming, fitting perfectly into Clash’s world, but also strikingly going outside of it (for the readers: you can read more in my analysis HERE). How the idea of such a peculiar gang of bandits was born?
A5: All credit for the idea of the Travelling Players and their part of the story goes to Jonas Kyratzes – the writer of the game. At the beginning the Travelling Players were more of solution to a problem we needed to resolve… so I’m very happy their chapter ended up being so strong. For a game with this many unique enemies, it is typically a massive challenge to get as many characters created as those needed for the design. So, we usually try to reserve a “slot” for a faction of foes which are easier to produce and homogeneous in their design, and therefor more repeatable as enemies. Most games don’t have this issue. No one will find it weird if you fight 200 times the same alien type in Halo or the same soldiers in Call of Duty (they can all look the same). But enemies in Clash aren’t monsters… they are unique characters… and because of this they cannot be cloned over an over again. That’s quite the challenge for an indie studio. So having a group of enemies that share a common template allows us to expand the roster with less production time. I’m super happy that despite this, the Travelling Players ended up being some of the best characters once Jonas helped us give them a great story and background for the game.
Q6: Your previous game, The Eternal Cylinder features a big open-world, with an insanely complex and variegated ecosystem, from gigantic peaceful creatures to the malevolent Servants of the Cylinders (check more in my article HERE). What were the rules you followed to create such a complex and yet organic world?
A6: For The Eternal Cylinder we had a vision of creating an alien world which is being consumed by this unknown force – the Cylinder. Since the planet had to be alien; all the creatures and flora were designed to be something unique and foreign to our human world. If we would have created the servants of the Cylinder as “additional alien beings”, it would have been hard to separate them from the local fauna. That is why they have these earthly designs that separate them from the beings of the planet being invaded.
Q7: An ominous, indestructible, potentially sentient, and colossal cylinder, is not a very common antagonist in gaming media. And yet, after escaping it for the first time, players realize that it is a purely and terrifying being. How did you end up with the idea of creating such a unique main enemy?
A7: During the development of Zeno Clash 2 we drew inspiration of surreal paintings where giant shapes can be commonly seen as “elements” in the background. Giant blocks or spheres exist in several works of surrealism, and when I thought of how a Cylinder would feel – it immediately struck me that such an element would have obvious “gameplay” implications if it were to exist and move. It would be like a giant roller pin, and I found this to be fascinating.
Q8: In a world as big and complex as the one of the Eternal Cylinder, were there some creatures that you conceptualized but then they didn’t end up in the final release?
A8: Yes, but these were later incorporated in the update we did once the game launched on consoles and we added Raytracing. The Gharukuk and the Buddugh Gropp were both designs we couldn’t get in time for the game’s launch but were added with the update. But there are definitely some sketchier creature ideas that never got too developed that we never incorporated in the game.
Q9: Between the open-world structure and the many creatures to encounter (or escape from), the Eternal Cylinder is potentially full of secrets. Do you think that there are still some secrets that the community hasn’t discovered yet (who knows, maybe on both sides of the cylinder)?
A9: I think there are secrets that the great majority of players won’t find during their playthroughs, but I doubt anything that is so hidden that no one has found it yet.
Q10: Thanks again for your time, Carlos. Before concluding, I am just curious if you could hint us something about your future projects. Do you have some new IPs that you are already working on, a DLC for Clash, or maybe a sequel to a previous game?
A10: We are deep in development of a new title, but I can’t say anything other than that. 🙂
Final Remarks:
I would like to thank Carlos for his time and very interesting answers. As a big fan of the ACE Team, I am very glad to have an interview with them, and knowing more about two of my favorite games of the last few years was a unique opportunity. If you didn’t play games from the ACE Team, start with Zeno Clash and go all the way down. And if you are mainly interested in the games covered in the interview, you can find both the Eternal Cylinder and Clash on STEAM.