The Great War of Jorth (GWOJ) has the look and sound of a classic 16-bit JRPG. It will satisfy the nostalgic itch of any gamer that remembers playing Dragon Quest, Final Fantasy and so many others of that era.
Like the 16-bit greats, GWOJ has an expansive game world full of secret locations and treasure with approximately 60 hours of game play on average. We populated that world with engaging protagonists, vile antagonists and a whole spectrum of colorful characters. All of this was done so we could tell a rich, layered story that could be enjoyed by anyone in their teens and up.
We set out to make a great 16-bit RPG inspired by the classics but we wanted to include some features not prevalent in games of that era. On a personal note, this was what really attracted me to the project when the creator of the game pitched the idea to me.
First we decided to bring a layer of realism missing from those classic SNES and Genesis games. We have voiced every character from the protagonists all the way down to the lowliest peasant.
We’ve included several side quests throughout the story to add extra flavor to the players' journey through Jorth. Furthermore some of these side quests have an effect on the outcome of the game. Some, like "The Forest of the Damned," are elective and easy to find, others like the dreaded "Spider Caves" are well hidden but all are rich with secrets and treasure.
My absolute favorite feature that we included in the game is that the player’s path through the story will be very different depending on the choices they make. In one place you have the option to put an end to a nefarious assassination plot. If you stop the assassins one set of branches through the story opens. If you don’t stop the killers a completely different set of branches open all leading to several different endings. No single play-through will allow the player to witness every event or find every secret or treasure.
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