Its a realist world.
Jusant comes from a team that know how to write a conversation, though.
So why the change of pace this time around?

It felt weird to have a premise of an abandoned tower just to run into someone.
Maybe it was a bias we had coming fromLIS2.
At the time, it felt natural to have some kind of dialogue.

Jusant, he continues, has no classical rewards.
Instead, you see the vista.
Each biome throws up a new mechanic that I think keeps players interested.

Within a single area of Jusant, you might notice new cultures built on top of the old.
This environmental storytelling substrata is something Jusants team spent a long time getting right.
What we tried to do in Jusant was that, but, to have a different layer of past.

We tried to achieve a look for the very old architecture, then another for the more modern architecture.
Then they fucked up everything.
We wanted to show all that in one frame of the image.
Nature has taken over after people have left the tower, says Caplain.