Aura - Official Website

“In the hallways of the ancients, the Keepers have existed forever…”

The legend also claims that whoever unites these rings with the artifacts of the parallel worlds will achieve great power and immortality.

In unique worlds of dreams and reality, magical, mechanical and ethereal lands, take on the quest to find the artifacts cleverly concealed throughout the lands. Four parallel worlds await you on your journey: The Ademika Valley, The Mechanical World, The Isoteric World, and lastly, the Island of Unity, each with different environments to explore, challenges to encounter and a variety of indigenous puzzles to solve.

Lose yourself in this fantastic and rich adventure, uncover the smallest details, collect information, solve the enigmas and unravel the saga of intrigue, exploration and treachery that is AURA: Fate of the Ages.

Features:

  • First-person puzzle exploration game
  • An original fantasy-based mass appeal, unique and original storyline.
  • Mouse driven, with an intuitive point-and-click interface
  • Unbelievably realistic and beautiful pre-rendered graphics and environments
  • Original orchestral musical score and immersive ambient soundtrack
  • Inventive and original puzzles
Game Chronicles takes a look at this bold new adventure game with an exclusive interview by John Carswell.

GCM: Thank you for your time. Please get us rolling by introducing yourself and telling us about Streko.
Evgeniy Lebed: My name is Evgeniy Lebed, and I am one of the designers on Aura. We established our company about three years ago. Our company is based in Vancouver Canada, but we have a large team working for us in Russia. “Aura: Fate of the Ages” is the second game produced by our company.

GCM: Please give us a sense of Aura’s plot and introduce us to its main character.
Evgeniy Lebed: Well, you play as the main character, Umang. You are a student of a clan called “The Keepers,” and Arakon, the elder of the clan, sends you to Ademika to continue your training. Once you get there, you discover that something has gone wrong within the clan. You must now do everything possible to get in touch with Grifit and fulfill the quest that Arakon’s has given you.

GCM: What work has gone into ensuring that the plot will be both engrossing to play a part in and enjoyable to watch unfold?
Evgeniy Lebed: We really tried to make a game that is interesting to play, with a well developed plot. This is definitely a hard task to accomplish. Lots of hard work has gone into the development of the actual plot.

GCM: What do you feel will separate Aura apart from other Adventure games?
Evgeniy Lebed: There are some excellent adventure games out there, but I believe that Aura’s graphics and story line are going to be very enjoyable for players.

GCM: Please tell us about the worlds featured in Aura.
Evgeniy Lebed: Aura has four different worlds. There is Ademika, Dragast, Na-Tiexu, and the Island of Unity. Ademika is probably the one that resembles our Earth the most; it is full of vegetation and familiar flora. Dragast on the other hand is a world of machinery built on top of high mountain peaks. Na-Tiexu is actually divided into 4 different worlds within; the Magical world, Astrology world, Children’s world and Spirit world. The island of unity is a special one; I will not mention anything about it at this time.

GCM: It has been mentioned that Aura’s puzzles have been created to complement the worlds in which they are placed. Could you tell us more about these area-specific puzzles and perhaps give us an example of one that requires more intuition than logic?
Evgeniy Lebed: Well, like you said, the puzzles are specific to the worlds that they are in. For example, in Dragast, the mechanical world, the puzzles are all based on logic and physics (like in the real world), and little emphasis is placed on intuition. While in the magical world it is the other way around. Of course there are still some logical elements involved, otherwise the puzzles would be unsolvable.

GCM: Many Adventure games seem to feature the same puzzles with only minor variations. How much attention has the development team given to the creation of truly unique “brain teasers?”
Evgeniy Lebed: We have worked hard to try and create puzzles that have just the right balance of difficulty, uniqueness and creativity. Making “impossible” brain teasers would have no point because then no one would get past the first puzzle.

GCM: What qualities do you feel that Aura has to draw in the hardcore adventure gaming market while still appealing to the more casual gamer?
Evgeniy Lebed: I believe that the graphics of the game, and the over all game appearance will greatly appeal to both the hard-core, and the average gamer.

GCM: The worlds found in Aura are simply stunning. Would you care to tell us a little about the technology, inspiration, and artistry that went into creating them?
Evgeniy Lebed: The worlds were all created on our game engine that was built entirely by our company. And as for the artwork, well what can I say? We have some very talented artists working for us.

GCM: Thank you again for your time. Would you care to close this Q&A on any final thoughts or impressions for our readers?
Evgeniy Lebed: I just hope that you have as much fun playing the game as we had making it! Thanks.