You will all know Frogwares from titles such as The Sinking City or Sherlock Holmes, great deliveries of this Ukrainian studio that unfortunately is suffering the consequences of the Russian invasion of its country, causing that in addition to Xbox One version of Sherlock Holmes: Chapter One has been delayed indefinitely, the idea about your new project has had to change, having to balance resources with workflow. Be that as it may, from SomosXbox we are glad that the members of the study are well and can continue working elsewhere, which has allowed them to reveal the first images of Project Palianytsia.
Project Palianytsia is a horror and mystery game, which at first was not going to be the project that Frogwares had planned, but we have to say that with the first conceptual art that has been revealed, this title seems very interesting, since it will take us to the Victorian era, but under a sinister and terrifying atmosphere.
Sherlock Holmes: The Devil’s Daughter Redux Review
Revealed the first images of Project Palianytsia, the new horror and mystery game from Frogwares
In addition to these concept arts from Project Palianytsia to be revealed in the summer, Frogwares has issued a statement talking about changing the project in the wake of the war between Russia and Ukraine, among other things.
As an independent studio, we always have to balance our resources and workflow in order to deliver our games. But the war has presented us and our established process with notable obstacles. Constant communication and interaction between teams is more difficult to maintain, so we need a project where staff can have more autonomy.
Roles and responsibilities had to change to fill the gaps left by those who signed up to fight or provide humanitarian aid. And the threat that tomorrow something might happen somewhere or to someone that would force us to drastically adapt again means we need to be more flexible. With this in mind, we had to make a decision.
Do we go ahead with a wide-ranging project and risk disruption, have less room for R&D and innovation, less access to your highly-skilled staff, and have less pre-production and development of specific tools? Or maybe we can be smarter about it and create a project that is easier to change and more limited in scope, but still ambitious, packed with quality, and with great storytelling and mystery behind it. In this way, we can not only make a new game, but do so while supporting those who are struggling.