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Greetings, gamers! I’m Piotr, the marketing guy for Werewolf: The Apocalypse - Heart of the Forest. I want to tell you how our game happens to be “the first-ever” in more than one respect.

What’s Heart of the Forest, you ask? It’s a narrative adventure game based on the tabletop role-playing game Werewolf: The Apocalypse. This legendary title is set in a mystical version of our world, where werewolves are our Mother Nature, our Gaia, our protectors.

In our game, you play as Maia, a young American woman searching for clues about her family in the last primeval forest of Central Europe. What she doesn’t know is that she’s walking right into the middle of a conflict between forces beyond her understanding.

This is not only a cool story, inspired by real events, that we had a chance to tell, but also...



1. The first-ever Werewolf: The Apocalypse video game

It’s quite amazing that Werewolf: The Apocalypse, a cult tabletop RPG system, has never had any video game adaptation. There are Vampire: The Masquerade games, which share the same World of Darkness universe, but no Werewolf titles (apart from one canceled attempt that you can still Google called Heart of Gaia). To be honest, we can hardly remember any game where you are the classic wolfman. The ancient Gabriel Knight or Altered Beast, maybe?

At the moment, there are TWO Werewolf: The Apocalypse titles in production (the other one being Cyanide Interactive’s Earthblood). Still, our game will have the privilege of being the first official World of Darkness Werewolf game ever. We realize how important this title is, so we made sure to include everything that made the system special in the first place.



2. The first official Werewolf: The Apocalypse story set outside the United States

We really want to emphasize the “World” in World of Darkness. You see, this role-playing brand revolutionized the genre in the 1990s. It was the first to shift the focus from mechanics to narrative and storytelling and present the world from the monsters’ perspective, portrayed as tragic figures. The WoD games take place in our world, or in a version where vampires, wraiths, werewolves, and other mythical beings live among us. But most of their stories are set in the United States.

We enjoy the idea that the World of Darkness is everywhere, even in your neighborhood. Who knows what interesting local legends are alive in the woods near your house? We wanted to explore this angle and expand the universe with places, facts, and myths from our own Polish culture.



3. The first video game set in the Bialowieza Forest

There aren’t many games set in Poland, and we can’t recall a single one that portrays the Bialowieza Forest, a.k.a. The Puszcza - the last primeval wilderness in Europe. It's a special place where nature exists in its most primal form, right next to big industrial complexes. There’s a mention of it in one of the add-ons for Vampire: The Apocalypse, by the way.

It’s a vast area full of myths and legends, which you will also find in our game. It existed over 11,000 years ago, and the first people settled in this forest almost 2,000 years ago, but their presence remained relatively limited. It was named after Biala Wieza (White Tower), a lone tower built in the wilderness in the 13th Century. This makes it a perfect setting for a World of Darkness story.

The forest is where the wild creatures survive in large part because of human influences. In light of the changing climate, care and protection are absolutely crucial for the ecosystem. In recent years, massive protests have been held in the Puszcza to take a stand against commercial logging. This lets us ask questions that have always been relevant to Werewolf: The Apocalypse. Where should our interference with nature end? Aren’t we morally bound to interfere? How far would you go for a good cause?



4. The first mix of visual novel and pen-and-paper RPG

Our game is rooted in the tradition of visual novels; however, we chose this as our starting point for expanding into a tabletop-like RPG. That’s because a visual novel is much easier to get into than a stat-based RPG. And besides, RPGs are our thing. We not only worked on The Witcher and Dead Island but also wrote countless World of Darkness scenarios and have been invested in this world since our teenage years.

There are numerous choices to make and fights to have, where the result depends on your current resources and past decisions. You will choose when and if you should transform into a werewolf, and you will choose one of your five forms. (By the way, spoiler alert: you turn out to be a werewolf! Who would’ve guessed?)

We designed Heart of the Forest after the pen-and-paper RPG experience. The game is your Game Master, but more importantly, you are the player whose choices shape the story. What kind of werewolf will you be? Who will you ally with? What tribe will you join, and how will you choose to act to save the Puszcza?



The gameplay simulates a pen-and-paper session, with the game asking what you want to do next. We also adapted the use of three main resources: Rage, Willpower, and Health.

Rage is what makes the game different. The higher your Rage, the more ambitious and aggressive you become. However, this makes your perception quite binary, and you become unable to see all the shades of grey. Low Rage brings empathy and openness but also makes you fearful and less willing to act. We hope to reflect classic tabletop sessions using these unique mechanics.

There’s also one thing that distinguishes Heart of the Forest from most RPGs. Traditionally, you define your character at the beginning, and then you’re stuck with it. Here, your Maia (the main heroine of the story) is defined through your actions over the course of the game. We find this a more realistic and true-to-life approach, resulting in wholly different and non-restrictive playthroughs, with similar scenes portrayed differently due to your character’s unique views.

Everything is illustrated with unique collage art inspired by Dave McKean. Our visual style is far from literal. It doesn’t portray--instead, it suggests. We chose this approach to better reflect the savage, somewhat horrific nature of the story and the world you’re in.



5. The first game to bring to life actual Polish stories and legends

We have a thing for Polish legends. Artur and Jacek, our lead designers, worked on the first Witcher game, where our local myths inspired numerous quests and characters. But in The Witcher, these were inspirations. In Heart of the Forest, we bring actual legends to life.

You can see at least three of those in the free demo you can now download on GOG.com.

First of all, you will visit The Barrows, a real resting place of a tribe that lived in the Puszcza 1,500 years ago and mysteriously vanished. You will learn about Kazan, the most famous Polish wolf, and the symbol of protection over his endangered species. In 2001, he died after his caretakers failed to notice his battle wounds. Finally, there are Places of Power - real, mysterious sites located across the Puszcza. In the 1990s, diviners and clairvoyants from around the world gathered in the forest to search for these places of magic.

And that’s just the demo. There’s more mystical goodness to experience in the full game!

Give it a try.

PLAY THE DEMO NOW

When you finish the game, let us know what you think, and what kind of Maia you ended up with, in the comments below!
Truly unique approach to set the game within Białowieża Forest. I visited it couple years ago, really unique primeval forest.

Worth mentioning is the shame on Polish government which proceeds logging there despite being a UNESCO World Heritage Site. Sigh.
Post edited September 17, 2020 by zeffyr
I gave it a try. On my machine (Linux), all it does is give me a black screen with the moon phase wait indicator spinning. My patience has limits, so maybe it eventually starts up, but I don't see why a visual novel would need that much time to initialize.
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darktjm:
You should not need to wait at all so something is definitely wrong. I tried it on my Sandy Bridge era arch linux system (that doesn't meet the minimum specs due to HD3000) and it dumped core right away due to an ALSA issue it seems from the log. You can check the log at:

'.config/unity3d/Different Tales/Heart of the Forest Demo/Player.log'

That might give you some hints. If you just want it to work, try the windows version under wine. That worked for me, low graphics mode seemed ok even on my under spec system (high not so much :/, although I don't think there is that much difference) and sound worked. I didn't play far with this system (already tried it on my newer game system) but I'd guess it is likely to keep working. Hopefully the developers can look into the issues with the Linux version.

The game itself seemed too horror-ish although barely tolerable for me so far. I'll likely give it a try at some point depending on reviews and price. I would overall give it a meh from the demo but the writing is at least better than the average game by quite a bit, which while not a difficult feat also seems to be quite uncommon. So I am inclined to try it on that basis (plus the excellent setting and Polish mythology), although I would prefer more text. Some choices seemed a bit disconnected from the text. I wonder how long the full game is going to be.

This article was interesting, even though I usually roll my eyes at "first ever" articles it had some useful info. I didn't even know Werewolf: the Apocalypse was an RPG. Or World of Darkness, although it sounds like that world may have directly or indirectly influenced a few games I've played.
For all who have ever played anything tabletop or live action set in the World of Darkness, this might well be a must. Looks very nice, and the place is a wonderful forest, the stuff of tales and legend. You hike into it, you start feeling in the world of the Witcher, to name one. Just beware you do not step on some bison's crap

Also as it comes with a demo, it deserves a try. Well done, devs
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joveian:
Thanks for the attempt at help but I'm not willing to spend time debugging this game. I already checked the log, and yes, this game uses FMOD, which fails to open ALSA properly in a different way for every game I own which uses it. I already tried the workarounds I use for other games, and they didn't work. Don't expect FMOD to ever be fixed by anyone. Professional portable sound library my ass. And yes, I suspect that is the problem: the game tries to open sound, fails, and then waits for a miracle to happen and sound to magically open on its own, or something like that. In short, as usual, games not checking for errors and/or reporting them properly. I've already wasted more time than it's worth on this.
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darktjm:
I get it, I'm usually the same way. Hopefully the developers will see your notes and be able to do something.
In any case, demos are released with an early, unpolished version of the final game engine. Often the game itself has less bugs and runs more smoothly.
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Carradice:
Developers really shouldn't do this since the demo is supposed to demonstrate how the game will run (or not run) on your system. I think more obscure technical issues are fine to discover in a demo (and I'd consider ALSA issues to qualify if PulseAudio works since it is a relatively uncommon configuration these days), but if a developer can't even produce a short demo that works then it strongly suggests that the full game is also going to contain a bunch of bugs.

I tried this one with PuseAudio and it seems to not have any shaders that work on my unsupported video card, so I guess wine is doing some extra emulation or something to get it to work. But I'm guessing there is a good chance it would work with a system that meets minimum specs and uses PulseAudio. Personally, I wish visual novels would all just use RenPy since games that do have never given me any trouble on Linux or Windows.
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Carradice:
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joveian: Developers really shouldn't do this since the demo is supposed to demonstrate how the game will run (or not run) on your system.
It is possible. Maybe in a perfect world. But what demos actually do is giving a taste of what the gameplay of the commercial game will be. The internal workings of the program might vary in the final game. Sometimes a demo did run in a PC and then the actual game did not because it was more demanding on the machine. In other occassions, it is the opposite, with the final game more polished. There might be changes. They mention that upfront. Whoever tries a demo knows this. So, since this happens, so whoever is interested on a title might keep that in mind

Probably it is better to thank a studio for making the effort of creating a demo, than nitpicking about its possible faults. Especially when purchaching from places like GOG, that grant a refund if the game fails to run properly on the customer's machine
Post edited September 21, 2020 by Carradice
Greetings back to you, devs!
I really apreciate when you talk and explain your game to the consumers personally. If there's a demo to taste how the game is gonna be, that give me confidence in the product.
I played the demo right when it came out because I like the world of the Werewolf: Apocalipse ( I love the werewolf lore almost from any franchise) so it was a must. I was gratify with a good writtien story with cool RPG system.
I have to say the game hook me up from the start.

I ended with a pretty balanced Maia (though the rage is pretty hard to control sometimes). She's quite spiritual and observant so far, dunno how that will end though. Waiting eagery to the full game to play it to the end at last once, possibly twice :D
Great setting and plot in the demo with a promise to better outcomes.
I just wanted to comunicate my feedback which is absolutely positive! *thumbsup*

PS: I use windows as O.S and I had no problem with the thing at all.
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Carradice:
I do appreciate demos even when they just show that the developer does not care about quality. And again, to be clear, I don't put Different Tales in that category since I can understand system specific issues (although ideally their error handling would be a bit better). The quality developers suffer from the current system where many developers publish low quality games. Refunds help quite a bit but are still too limited to cover the current quantity of low quality games. I'd prefer if GOG had a way of distinguishing the quality developers (or would just not offer the lower quality games).

If a game is in early access then it makes sense that any demo should reflect the current state. I'm less sympathetic of developers trying to rush a demo to be avaliable for an event, they should wait for next year if they can't put together a quality demo this year. Some of the games may be early access on other platforms with demos here only because of the event. Even if the content might vary some it should give a good idea what you will be purchasing or GOG should at least clearly mark the demo as an early version (with an early access style tag). Most demos I've tried do work fine.
Интересно, а сколько языков будет доступно в игре? В основном меня интересует русский
I wonder how many languages will be available in the game? I'm mostly interested in Russian
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Romano_vonDD: ...
Good question. In such a game no non-English versions may really limit the number of potential customers...