Criminals Withinis an upcoming asymmetric co-op action-adventure game set in a medieval fantasy realm. InCriminals Within, players step into the shoes of the thief Jarel or royal guard Helena, as players team up with a friend to save the kidnapped Prince Felix in a fantasy world where dragons play a significant role.
Game Rant recently interviewed Space Rock Games' Managing Director Zsombor Pirok about the studio’s first game inCriminals Withinand the benefits of Unreal Engine 5 in the development process. Pirok also talked about its key inspirations, the studios’experience with games likeFableandPath of Exile, the design and role of dragons, and more.The following transcript has been edited for clarity and brevity.

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Q: How did you come up with the idea forCriminals Within, and were there any key inspirations from video games, movies, or otherwise?

A: The concept forCriminals Withinwas born out of a brainstorming session in the early days of the company where we explored various game ideas and genres. During this process, we discussed both vague and concrete suggestions, andCriminals Withinemerged from one of our more general pitches. At that time, the whole idea was an asymmetric co-op featuring a female tank character and a male rogue archetype.
Following the brainstorming session, we each took some time to individually develop story ideas that would align with the proposed concepts, includingCriminals Within. Vanessa, one of our team members, came back with two paragraphs that introduced Helena and Jarel and the unlikely alliance that formed between the two to rescue the kidnapped Prince Felix.

The main games that inspiredCriminals WithinwereFable TLC,It Takes Two,Remnant: From the Ashes,andclassic DreamWorks movies.Fable’s fantastical universe was always one of our favorites, and its light-hearted humor was something that defined that game.It Takes Twois groundbreaking in its co-op design, and co-op is a huge part ofCriminals Within.Remnantis an awesome combat-focused game where co-op is heavily emphasized, and we really liked how it played.
When it comes to the DreamWorks movies, we wanted to provide the same experience with this game as those classic movies did (How to Train Your Dragon,Shrek,Road to Eldorado, etc.), where every part of the family, regardless of age, could have fun. I watched these movies as a kid and loved them, but when I watched them again as an adult, I found all the hidden adult jokes that made my parents, and now me, laugh.

Q: To what extent doesCriminals Withinleverage the studio’s experience with games likeFableandPath of Exile?
A: We are thrilled to have some of the original creators of those games among our ranks. Caroline, our amazing technical artist, had actually worked on bothFable 1and2, while Josh, our technical lead, had been a programmer atPath of Exile. They bring various experiences that are very helpful when it comes to the design of the game, the humor, and the technical delivery of it. Just to mention a couple; Caroline put in a lot of the groundwork forFable 2at Lionhead, and later she also managed and helped to design the whole cinematics pipeline for EA’sHarry Potterand the Order of the Phoenixgame when she was working there.

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On the other hand, Josh was an experienced gameplay programmer onPath of Exilewho was handling console development and porting for mobile. These will help us tremendously in creating awesome cutscenes and deliveringCriminals Withinto multiple platforms. With that said, there are many other industry veterans on the team that I haven’t spoken of, whose experience will add a lot to how the final game will end up playing.
Q: Could you tell us more about the game’s tone of humor and how important comedy is?

A: As for the type of humor we are aiming for, I think the best way to describe it is the style classic DreamWorks movies have - probablyHow to Train Your DragonandThe Road to Eldoradobeing the prime inspirations for the comedy. Fun fact, Jarel’s original design was massively inspired by Miguel and Tulio.
Comedy is one of the core aspects of the game, but it’s definitely a tricky process! A joke might sound funny written down but could feel awkward when spoken aloud, or it might fall flat during the game. It takes a lot of trial and error, but it’s worth it in the end.

Q: Could you tell us more about theCriminals Within’s story and its playable characters, Jarel the burglar, and Helena from the royal guard?
A: Without spoiling the game -Criminals Withinis basically adamsel in distress story, the damsel being the kidnapped Prince Felix. Helena, one of the royal guards who was supposed to protect the prince, teams up with Jarel, a freshly jailed thief who was supposedly part of the kidnapper crew. They end up making a deal - if Helena breaks Jarel out of prison, Jarel will guide her to the prince. And so they set out on this adventure.

Q: What inspired the game’s art style?
A: We decided to go with a stylized art style as we wanted the game to be ‘ageless’. The problem with photorealism is even the most visually stunning games today fall short of true photorealism. As technology advances, these games will appear increasingly less realistic as time goes on. Stylized games offer a unique advantage in that they don’t face this issue. You can enjoy playing aLegend ofZeldagameeven a decade after its release, fully immersing yourself in the timeless experience. Whereas a game likeHalf-Life 2, which aimed for realism at the time, might feel outdated by today’s standards.

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When developing the visual style showcased in the trailer, we explored various influences, both 2D and 3D. On the gaming front, we took inspiration from both the originalFable:The Lost ChaptersandSea of Thieves. Drawing from the world of movies, we examined the art style of Disney’sHerculesand envisioned how it would translate into a 3D environment. The end result is a fusion of these different inspirations.
Q: How has Unreal 5 Engine been beneficial for the game’s development?

A: There are a few engines out there that we could have chosen to make this game, Unreal, Unity, and CryEngine. Unreal 5 in particular was very interesting for us for a multitude of reasons. One, it actually comes with a bunch of pre-built tools that can speed up the development of the game - it is a very art-friendly engine compared to, for example, Unity.
Secondly, Unreal 5 in particular introduced many new technologies that previously, were not available for developers - such as Nanite and Lumen which allow us to work with infinite amounts of polygons and utilize dynamic global illumination that was just a dream a few years ago.
Thirdly, Unreal is an engine that was originally built for first-person shooters andthird-person RPGs, whichCriminals Withinfalls under. Unreal also comes with a relatively strong networking toolset, which makes it very desirable for us, given that we are working on a multiplayer-only game. Overall Unreal has the best tools, the best support, and the best deal available for developers, so when we looked at everything it really was a no-brainer to go with them.
Q:Could you explain more about dragons being bad at dragons & how you came up with their designs, like the pug dragon?
A: In theCriminals Withinuniverse, powerful dragons called primordial (or prime) dragons used to roam the lands. These are the classicGame of Thrones-sized dragonsthat you really would not want to mess with. Due to the disappearance of magic, these dragons started to lose their potency, and over the years, they started to become smaller and less aggressive.
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Present day, some are kept as pets, others become beasts of burden, and many still live in the wild. However, they are all a far cry from the magnificent murderous beasts that they once were in the legends. The devolved dragons are often silly, unintelligent, and sometimes more of a hindrance than a boon to their human keepers. The pug dragon is one of these devolved dragons.
We come up with designs by taking animals from real life and “dragon-ifying” them in a cute and stylized way. Simone Giovanardi, who is our concept artist, is actually a zoologist, so his background is a massive help in being able to do this.
Q:What kinds of weapons, skills-based combat, and abilities do Jarel and Helena have, like Jarel’s deep steal bag and Helena’s sprint attack?
A: There are some abilities available to both players, such as the classic dodge rolling and attacking, where timing is important. We also have jumping. Helena is primarily a tank/support, and she excels in melee combat. She uses her shield and mace in various different ways - she is the character that can block and parry attacks - but she can also throw her shield at enemies or throw it into walls to create a platform for herself and Jarel. It is not magic, but her alchemically enchanted royal guard equipment allows her to heal herself and Jarel.
Jarel is primarily a ranged/utility character who has various weapons and tools in his arsenal. Jarel, alongside his crossbow, has a sword that allows him to close the distance with the enemy as well. He also has various bombs that can alter the battlefield, but his signature ability is the steal bag (we haven’t decided on the ability name as of yet!). With the steal bag, he can basically pocket any one moveable item and then take it out at the right moment. This can mean pocketing an exploding barrel and placing it in front of an enemy’s attack, or he can pocket an axe thrown at him and throw it right back at the attacker. We wanted an ability that leaves room for a lot of creativity on the player’s side.
Q:How does the game’sasymmetric co-op multiplayergameplay work, including sharing the fun and splitting the treasures?
A: Each character has their own unique abilities that the other player does not have access to. We are working on various bosses and elite enemies that can only be defeated by working together and, this is also true for solving puzzles. When playing multiplayer games, we often found that co-op often does not require you to work together, and that was something we wanted to do differently. InCriminals Within,you cannot win the game alone - you will need to work with the other player to be victorious.
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Q: Could you explain more about the character customization options?
A: When it comes to character customization, our primary focus is on cosmetic upgrades. Think of it as finding cool stuff like a Harumph mask hidden in a chest, and once you discover it, you may equip it to give your character a fresh look. We have a variety of cosmetics in the works, but we’ll share more details as we progress. It’s important to note that these cosmetics won’t be based on microtransactions. Instead, you’ll need to explore the game world and discover them to adorn your character with them.
Q:What fantasy characters, enemies, and bosses might players encounter in the medieval fantasy realm?
A: While we’re still putting all the pieces together, players can expect an array offantasy characters, enemies, and bosses. To mention a couple in the works, prepare for bandits, Harumphs, mercenaries, animated constructs, dragons, and a bunch of other enemy types and creatures. Additionally, there will be significant bosses tied to the game’s storyline.
Q:Could you tell us more about the landscape and biomes ofCriminal Within’s medieval fantasy world and what levels players might encounter, like the dark castle level?
A:Criminals Withintakes place in amedieval fantasy world, and the players will explore a variety of diverse landscapes and environments. From the lush mountains, which serve as a habitat for the mysterious harumphs, to the foreboding dark castle (no spoilers here!), and even the swampy hometown of Jarel known as Blackmire, there will be a blend of both indoor and outdoor settings to discover. Additionally, players will navigate through the capital city, delve into mines, and encounter other intriguing locations as they progress through the game.
Q: How might players interact with dragons, for example, as pets, and to what extent are dragons a help or hindrance in the players’ quest, as potential friends or enemies?
A: Some of the dragons are extremely dangerous, and players will have to fight them off - these dragons are definitely a hindrance. Some of the dragons are friendly or not hostile. We haven’t decided on the exact interactions yet, but players will definitely be able to pet the pug dragon and in general, we would like all dragons to be interactable for the players.
Q: How important are dragons to the game’s story?
A: They are crucial to the story.
Q: Is there anything else you’d like to add?
A: We will have a friend’s pass which means that if you buy the game, you will be able to invite your friend to play with you for free.
People can wishlist the game on Steam via this linkHERE.
Some of the studios our team members have worked in are Lionhead, SEGA, Grinding Gear Games, Supermassive Games, Deck Nine Games, EA, Weta Digital, and many others.
Q: Could you explain more about the planned Friends Pass System, and what platforms you plan to introduce this to?
A: So the idea is that if someone buys the game, they will be able to invite their friend to play with them for free -It Takes Twohad a very similar system. Currently, we are planning on releasing for PC, Xbox Series X/S, and PlayStation 5 with cross-play support. The goal is to be able to introduce this to every platform we release on.
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