GAME DETAIL
Helgnar The Conqueror
Conquerors can expect throne wars, monster hunting, the toughest moral choices, Long-Lasting Double Consequences, and 10 innovative narrative "Realistic Connections" systems that realize the incredible untapped potential of interactivity and take the Action-RPG genre to a new level of quality.
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— I. ABOUT THE VIDEO GAME WITH 10 INNOVATIVE NARRATIVE SYSTEMS SHAPING A BREAKTHROUGH INTERACTIVE EXPERIENCE —
— HELGNAR THE CONQUEROR — a story-driven action-RPG in the Unpredictable Warworld, where 10 breakthrough interactive systems elevate the quest depth of The Witcher 3 to a new stage of evolution, combined with the brutal action dynamics of God of War. In this single-player adventure video game, the main focus is on a detailed, multi-layered, emotional, and intriguing story and a spectacular cinematic experience, diverse dynamic gameplay and epically staged conquests of kingdoms, hunting virally-evolved monsters and detective investigations, "Long-Lasting Double Consequences" and a breakthrough narrative where you are simultaneously both the protagonist and the antagonist.
Players can expect brutal action scenes and explosive drama, charismatic, complex characters and highly realistic romantic relationships. The well-developed mythology of the "Endless War of Worlds", the toughest moral choices in your gaming life, and 10 new innovative narrative "Realistic Connections" systems — which will evoke a full range of emotions and give you unforgettable moments throughout the entire video game — will truly bring the multifaceted characters to life and strengthen your connection with them to an indescribable level.
Breakthrough systems fundamentally change the very essence of player interaction with the non-linear story, world, and characters, evolving immersion to a completely new level of previously unattainable depth and granting a truly incomparable interactive personal experience that was previously considered impossible.
— II. THE UNREALIZED POTENTIAL OF VIDEO GAME INTERACTIVITY —
— While many believe the industry has reached its peak, I prove the opposite: we have not uncovered even a fraction of what video games are truly capable of. My interactive interconnected systems are direct proof of this:
— The "Personality Formation" system will allow you to shape the personalities of seven key characters, and the "Fate Maker" system will determine the fates of absolutely all characters based on your ambiguous and controversial choices.
— The "Realistic Relationship" system will give you indescribable emotions from complex romantic relationships, and the "Fatal Choices" system will make you experience emotions with every dialog option you choose.
And this is just a part of the systems revealing themselves as you play. By studying the full presentation, you can guess the rest of the systems. Properly functioning universal systems will bring characters to life to the maximum, revolutionize the genre, and give story-driven video games a much-needed second wind. I have dedicated my life to inspiring a new generation of developers and finally realizing the incredible potential of interactivity that video games have always kept hidden.
— III. THE PATH OF THE SYMBOL OF VENGEANCE IN THE FLAMES OF THE AGE OF CHANGE —
— By day, you are Helgnar Berserker, a professional monster slayer and the greatest warrior in the Ruthless Warworld. By night, hiding your face behind the mask of the leader of the Brotherhood of Vengeance, you mercilessly punish injustice and corrupt politicians. The consequences of past throne wars once again force you to take the Conqueror's Path and continue slaying kings for the sake of the beginning of the Age of Change. Against the backdrop of the global Rokhal pandemic, the High Creators emerge from the shadows to suppress technological progress and make you their weapon in the centuries-old Shadow War.
Kingdoms will drown in the blood of the war between two continents, and you will be the one to shift the entire balance of power. The bloody War for the Imperial Dragon Throne of the Creators will test all your will and lust for absolute power. The Conqueror will have to confront the kings of Dreigrim and the indestructible Wardor Empire, creatures enhanced by the Rokhal virus and the titans of otherworldly Helseid, the invincible gods of Order — to ultimately determine the final outcome of every living thing. Thanks to breakthrough interactive systems, the fate of the Warworld is now solely in your hands: the fate of all characters and the finale of the entire civilization depend on your complex moral choices.
— Change absolutely everything — or burn this Ruthless Warworld to the ground! Adapt. Improvise. Overcome!
— Helgnar The Conqueror will be released on PC, PS5 and Xbox Series. Wishlist now.
10 INNOVATIVE NARRATIVE SYSTEMS, 4000-PAGE ACTION-RPG SCRIPT, 6 YEARS OF DEVELOPMENT, #VideoGamesSaveLives
Welcome to all who have stepped onto the Path of the Conqueror in the name of the Age of Change. I am Danred Dante Helknight, Game Director of the indie studio Hellknights. The developers of video games God of War, DOOM and The Witcher 3 saved my life, and since then, I swore to dedicate it to creating truly living characters and extraordinary worlds that can inspire and save others, gifting them indescribable emotions.
Thanks to them, I realized my main goal in life, and over six years of meticulous refinement of the multi-layered script for the Action-RPG Helgnar The Conqueror, I created 10 new innovative narrative systems aimed at the evolution of the genre and interactivity. Due to the overabundance of live-service games, I feared for the future of story-driven video games and created a multitude of systems vitally necessary for the industry.
— At its core, The Conqueror is a spiritual successor to The Witcher 3, but reimagined, expanded, innovative, and set in the author-crafted, distinctive Ruthless Warworld, which unfolds and surprises right up to the very finale. At the beginning of development, The Witcher 3 was the main foundation, inspiration, and benchmark: I completed my favorite game over 10 times and for many years saw incredible untapped potential in this balanced Action-RPG formula.
I didn’t just take the best from the references, but channeled all my efforts into realizing the depth that I always felt was missing in the genre. My main goal was to unlock that very hidden potential — to maximally deepen and elevate the familiar formula to a new level: from a system of multi-layered quests with double consequences to 10 absolutely new breakthrough narrative systems, created over 6 years of hard work. The details of all systems and systems are in the game's presentation.
— The key goal of Hellknights is to create a high-quality game for fans, worthy of the title "Game of the Year" and capable of standing alongside The Witcher 3, Expedition 33, and Baldur’s Gate 3. And at the same time, thanks to new revolutionary systems — to surpass these masterpieces in many parameters. Inspired by and aiming for the achievement of Clair Obscur: Expedition 33, we strive to secure this new industry standard and prove: high-quality games are created even with a small budget. Everything is decided by the Game Designer's clear vision, competent pre-production, the team's hard work, and willpower.
— The Conqueror is most inspired by The Witcher 3 and God of War — games that, from the very beginning, set an exceptionally high bar for the quality of quest design, cinematic quality, and gameplay depth.
— The Ruthless Warworld is a harsh reality that tests antiheroes to their moral breaking point and forces them into the toughest choices of their lives. Here, characters constantly lose to superior forces, fall down bleeding, but time and time again find the strength to rise — thereby igniting the hearts of those around them and becoming Symbols of Change. This is not a cliché fairytale about the easy victories of good over evil, but a meticulously developed, constantly intriguing, realistic Universe of Resistance, built on brutal action scenes, explosive drama, and impossible moral dilemmas.
— The game features a competent balance between the brutal action of conquests and hunting invincible monsters, an emotional multi-layered plot, and close relationships with characters. Thanks to breakthrough systems, companions truly come to life before your eyes during your travels and give a new indescribable experience.
— It is widely believed that the Action-RPG genre has reached its peak, but in reality, the industry is stuck in an illusion of progress: since the Nemesis System (2014), we haven't seen any fundamentally new systems. For the past decade, the market has been preoccupied merely with "cosmetics" — pushing graphics and expanding scale. My ten systems, created over 6 years of development, prove that the future of gaming lies in the evolution of interactivity, not in the endless polishing of the past.
— I deeply respect Hideo Kojima and want to achieve for the industry I love with all my heart what he once did in his time. Thanks to video games, I was Born Again, and I have dedicated my life to creating a true work of art where every detail serves a single vision. The story, gameplay, music, art design, interactivity, and every other element—everything is interconnected and organically complements one another.
Thanks to a multi-layered script and 10 narrative systems, characters will truly come to life before your eyes for the first time, making key decisions on their own. My systems blur the line between the player's reality and the virtual world. They skillfully evoke deep, mature emotions through a new level of interactivity and truly Realistic Connections. To give you an idea of my level of commitment: six months were dedicated solely to writing an ending that is both worthy and honest toward the players. As I was finishing it, all my characters truly came to life for me; since then, I have treated them as living individuals and symbols of something truly legendary.
— The game is dedicated to choices and their consequences. Every decision affects events here and now, but over time, its delayed, sometimes fatal consequences return to you. These consequences affect not only the world and the fates of many people but also change the key characters themselves — beyond recognition. New systems truly bring characters to life and allow you to feel the full spectrum of emotions.
— Players can expect significantly more hidden and new systems, including a multi-level system with long-lasting double consequences. Many of them I intentionally do not reveal until release: they are intended to amaze you during the playthrough and gift the full palette of indescribable emotions upon personal acquaintance with the game.
— At the core of the multi-layered plot lies a confrontation between powerful organizations, where each side fights for what they truly believe in. Everyone here is ready to sacrifice absolutely everything for a great cause or a cherished dream. The main antagonist here is the Ruthless Warworld itself, and it does not forgive mistakes. There are no heroes or villains in Warworld, only people with all kinds of problems and aspirations.
— The Warworld is a truly extraordinary world in which higher entities intentionally hold back technological progress for the sake of survival. Warworld is realistic and logical: everything living here is created by evolution. Its history is built on the paradoxes of evolution and progress, where the main driving forces become deadly viruses, global epidemics, mutations, and genetic transformations. If you remove magic, curses, and boring clichés from the Middle Ages, this setting becomes many times more interesting and captivating. Players can expect an author's reimagining of the genre — a world that, in the spirit of Assassin’s Creed 2, captivates with its depth and a grand mystery hidden behind the screen of medieval settings.
— MORE ON THE 10 NEW INNOVATIVE NARRATIVES SYSTEMS AND KEY FEATURES —
— It is generally accepted that Action-RPGs and story-driven video games have reached their peak, but in reality, the industry is stuck in an illusion of progress, having never revealed even a part of the true potential o
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