Owlcat Video games has constructed its popularity on complicated CRPGs that adapt beloved role-playing properties like Pathfinder and Warhammer 40K. However The Expanse: Osiris Reborn actually sees the studio exploring uncharted territory, making use of that CRPG experience to a dramatic, choice-driven, third-person shooter RPG. It additionally marks essentially the most important foray The Expanse has ever taken into the world of video video games — a sequence that has persistently been in comparison with Mass Impact each narratively and tonally.
Commercial. Hold scrolling for extra
Whereas I dig into that concept extra with my current preview of Osiris Reborn’s closed beta demo, I additionally needed to take the second to speak to Owlcat Video games about what that shift means for the studio at massive, and why The Expanse was the correct selection for its subsequent adaptation. I sat down with Recreation Design Director Leonid Rastorguev, speaking about the important thing choices made in adapting The Expanse, how the sequence’ visceral fight interprets right into a online game, the studio’s legacy of CRPGs, and extra.

Leonid Rastorguev: It’s a shift, however a really deliberate one. As a studio, we’ve been in search of methods to develop and attain a broader viewers for a while, and shifting right into a extra action-oriented RPG area felt like a pure subsequent step.
On the identical time, we’re not abandoning what defines us. Our work on tasks like Warhammer and different CRPGs gave us quite a lot of expertise in constructing complicated narrative constructions and systemic design. We’re nonetheless making use of that basis in The Expanse.
The sport might not have the identical quantity of textual content or the identical density of branching penalties as our earlier titles, however the total spirit—player-driven storytelling, significant selections, and a structured method to narrative—stays very a lot the identical.
And it’s additionally essential to say that we’re not shifting away from CRPGs. It stays a key course for a part of the studio, and we’re persevering with to develop sturdy tasks in that area as effectively.

Rastorguev: The Expanse is a really dense universe by way of lore, characters, and competing forces. After we had been serious about the place to position our story, we felt it made essentially the most sense to start out at the start relatively than leap into later occasions.
The Eros Incident is a key turning level for your entire setting. It units quite a lot of main occasions in movement and naturally leads into the extra “alien-focused” phases of the story in a while. That makes it a robust entry level for a recreation. It permits us to introduce the core dynamics of the world whereas additionally constructing towards the bigger developments that outline The Expanse over time.
Rastorguev:
While you work with a longtime IP, particularly one with a devoted fanbase, it’s at all times a stability between honoring what individuals already love and telling your individual story. We would like longtime followers to really feel at house—to go to locations they’ve at all times needed to see—whereas ensuring newcomers don’t really feel like they’re lacking important context.To realize that, we chosen a number of key places tied to the primary storyline—locations like Eros or Ganymede—in addition to core hubs of the setting, resembling Ceres, Luna, and Mars. These assist anchor the expertise throughout the acquainted construction of the universe.
On the identical time, we launched new places that develop past what’s been proven within the books and the sequence. That enables us to point out that The Expanse is a a lot bigger world, and offers gamers the possibility to discover tales and views that exist exterior the primary narrative.

Rastorguev:
One of many core concepts of The Expanse is that human life is each invaluable and very fragile—particularly within the context of area. That’s mirrored in how battle is portrayed within the books and the sequence. These aren’t massive heroic battles, however brief, brutal encounters with excessive threat and really actual penalties.Translating that instantly right into a recreation is difficult. You continue to want to present the participant a way of management and create sufficient fight situations to assist gameplay. So the query for us was tips on how to make fight partaking and dynamic with out shedding the grounded tone of the setting.
In gameplay, we made some concessions towards a extra action-oriented method. However within the narrative and in cutscenes, we persistently reinforce the core thought of the universe—that each combat carries weight, and that human life is fragile and significant.
Commercial. Hold scrolling for extra
Rastorguev:
In fight, we had been in search of a stability between problem and a way of realism. One factor you’ll discover is that enemies in our recreation are usually extra fragile than in lots of different titles within the style. On the identical time, the cover-based taking pictures mechanics play a key position in conveying the hazard of fight and the vulnerability of the characters—being out of canopy is extraordinarily dangerous, and even a very good fight go well with gained’t defend you for lengthy.In different phrases, we shifted the problem away from extended DPS exchanges in opposition to massive well being swimming pools and towards conditions outlined by excessive threat and low time-to-kill. That creates a extra tense and grounded fight rhythm that higher suits the tone of The Expanse.

Rastorguev:
We didn’t got down to make our ship—the Gemini—really feel like a personality in the identical approach the Rocinante does. However it’s nonetheless a central anchor level for your entire expertise.It’s your own home, your primary area for interacting with companions, a spot to regroup between missions, and the first hub for character development. Most storylines both begin from there or return to it. So whereas we don’t body it as a “character” within the narrative sense, it’s arduous to overstate its significance. In some ways, it performs an much more central position within the construction of our recreation.
Rastorguev:
Completely. The Expanse is constructed round morally complicated conditions, which makes it a really pure match for a choice-driven RPG. As a substitute of clear-cut good and evil, it’s about competing views, trade-offs, and penalties. To be trustworthy, that tone pushed us away from a standard alignment system and towards a extra open method to participant selection.On the identical time, the universe is broad sufficient to assist a spread of tones. Whereas many choices are morally gray, not every thing is framed that approach. The sport consists of lighter, typically even humorous moments, in addition to darker storylines that discover the harsher aspect of the setting.

Rastorguev:
I’d truly say that fight is likely one of the areas least affected by your origin. In fight, what issues rather more are the alternatives you make all through the sport—your gear, development, and tactical method.The place your background actually comes into play is on a number of different ranges. First, there’s the bodily side—Belters, for instance, are noticeably taller and thinner because of low gravity. Then there’s how the world reacts to you: individuals on Ceres or Mars will deal with you otherwise relying on the place you come from.
And eventually, it has a significant influence on the narrative, particularly within the first half of the sport. The characters you meet, how they reply to you, and even a few of the content material you encounter can range based mostly in your origin, together with sure unique story components tied to every background.

Rastorguev: In some ways, the construction of the universe itself naturally defines the roles companions ought to fill. You’re working a spaceship, which implies you want a crew—and that means sure useful roles: pilot, engineer, medic, safety, and so forth. That provides you a robust basis to construct from.
On the identical time, we didn’t method companion design in a purely useful approach. Every time attainable, we tried to subvert or transcend these expectations. The purpose was to create characters who match right into a plausible crew construction, however nonetheless really feel distinct and stunning by way of persona and story.
As for inspiration, it comes from a really big selection of sources. Our narrative crew attracts from quite a lot of books, movies, and video games, in addition to our personal expertise constructing companions in earlier RPGs. For those who ask any of our writers for a listing of references, it’s going to be a really lengthy one.
Rastorguev:
We will’t actually discuss any specifics at this level, however as we’ve simply revealed a very in-depth blogpost about how we at Owlcat write romance, perhaps you’ll find a couple of clues there.The Expanse: Osiris Reborn is about to launch in 2027 for PlayStation 5, Xbox Collection X|S, and PC (Steam, Epic, GOG).
Commercial. Hold scrolling for extra