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About the game "One-Eyed Dashing" — an interview with Vladimir Beletsky

About the game "One-Eyed Dashing" — an interview with Vladimir Beletsky

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About Morteshka Studio

Morteshka is a small studio from Perm, founded by Vladimir Beletsky. The team's debut game, "Moose Man," was released in 2017 and received positive reviews from both players and the press. While the game may seem modest at first glance, it is deeply steeped in regional culture, drawing inspiration from Finno-Ugric folklore, particularly Komi mythology. Morteshka continues to develop its projects, infusing unique elements of national heritage into modern game mechanics, making their products engaging and original for a wide audience.

According to Komi lore, the Moose God En is the creator of the earth, humans, and other deities and spirits. According to mythology, the worlds of gods and humans exist separately: the gods inhabit the upper world, while humans reside in the middle world, which is inhabited by invisible spirits. These cosmic concepts highlight the uniqueness of Komi culture and their understanding of the interaction between the spiritual and material realms.

When the sun sinks into the lower world, En sends his sons to search for it. Although born of a human woman, they learned the art of communicating with spirits from their father. Thanks to this, they are able to follow ghostly paths and reach places where no human has gone before—the abode of the damned.

"Human Moose" tells the story of the children of the god En, who journeys to the underworld to return Shondi—the sun in the Komi-Permyak language—to humanity. The project's developers deeply studied Komi mythology, consulted with the Perm Museum of Local History, and researched scientific sources, allowing them to create an authentic and engaging story grounded in the richness of Komi culture.

The game "Human Moose" features the Komi-Permyak language and artifacts of the Perm animal style, supplemented by notes from encyclopedias. This project combines artistic and historical elements, creating a unique experience where both components are seamlessly intertwined. Players are immersed in the atmosphere of the culture and history of the region, which makes "The Moose Man" not only entertaining but also educational.

Screenshot: "The Moose Man" game / Morteshka
Screenshot: game "Man Moose" / Morteshka
Screenshot: the game "Moose Man" / Morteshka

The approach inherent in the game "Moose Man" is characteristic of all the work of the Morteshka studio. In their next game, "Black Book," the developers delved into the heritage of the Kama region, exploring not only its cultural and historical aspects but also its linguistic features. This game represents a significant step in the development of the gaming industry, offering players immersion in the unique atmosphere and rich history of the region. Morteshka continues to explore and transform cultural elements into engaging game mechanics, making each of their titles unique.

In 1879, in the Cherdyn district of the Perm province, a captivating RPG adventure featuring card battles unfolds. The protagonist, young Vasilisa, begins her journey as a veksha, or witch, seeking to bring back her beloved from the dead. Learning the secrets of witchcraft from her mentor, Grandfather Yegor, she embarks on a journey through the picturesque rural expanses of the district. Along her journey, Vasilisa helps local residents combat evil spirits and uses her abilities to unleash demons inherited from her ancestors upon them. This story combines elements of magic, struggle, and self-discovery, immersing the player in an atmosphere of mysticism and adventure.

In "The Black Book," Morteshka Studio continues the tradition of historical accuracy, as in its first game. The game's locations are partially based on real places, and the list of references includes nearly thirty titles. During development, the studio collaborated with ethnographer Alexander Chernykh and folklorist Konstantin Shumov, as well as with museums, allowing for a deeper dive into the cultural context. The game pays special attention to archaic speech, the Perm dialect and Slavic mythology, which makes it a unique example of the use of folklore elements in modern gaming.

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Interview with Vladimir Beletsky, creator of the game Black Book

In this interview, we discuss Vladimir Beletsky's creative path, his inspiration, and the development process of the video game Black Book. This project became a significant event in the industry, attracting players with its unique art style and captivating storyline. We will discuss how ideas and cultural elements associated with folklore influence the creation of the game, as well as the challenges the development team faced throughout the project. Vladimir will share his thoughts on the future of gameplay and how Black Book can change the perception of indie games in Russia and beyond.

Localizing the game required a careful approach to linguistic nuances, as even Russian-speaking players may not know what a sorcerer or a sorcerer-hiccupper is. As a result, Black Book was created as a collection of bylichki and notes that helps players immerse themselves in the peasant life of the time and its mystical side, as well as folk beliefs. This allows for a better understanding of the cultural context and atmosphere of the game.

Dialogues feature words highlighted in orange, such as "susedki," "znatkost," and "goloy povorochit." The meanings of these terms are displayed in a pop-up window, making them easier to understand. Some words, such as "chort," "zagovor," and "banya," have been retained in the original and transliterated to preserve the unique flavor. The Black Book is a kind of encyclopedia, reflecting a cross-section of Slavic mythology and culture. A lot of effort has been put into studying and digitizing it, which underscores the importance of preserving cultural heritage.

Screenshot: The Black Book / Morteshka game
Screenshot: game “Black Book” / Morteshka
Screenshot: game “Black Book” / Morteshka
Screenshot: The Black Book game / Morteshka

Following the successful release of The Black Book in 2021, the Morteshka team began work on a new project - a black-and-white horror adventure inspired by the folk tale of Likho. The game "One-Eyed Evil" represents a step into a new genre, driven by fatigue from the lengthy development of a card RPG. The team's interest in the horror genre began even earlier: "The Black Book" was initially conceived with a darker atmosphere.

We initially conceived "The Black Book" as a horror game. Our goal was to create a gloomy atmosphere and a dark narrative. All the folklore stories on which our games are based are focused on realism and aimed at frightening the viewer. These stories can be seen as precursors to modern horror.

Vladimir Beletsky gave an interview to "GEEKobraz" magazine, in which he shared his views on current trends in the technology and cultural industries. He discussed the impact of new technologies on everyday life and the development of society, and also spoke about his projects and plans for the future. Beletsky touched on important aspects of human-machine interaction, as well as the importance of innovation in improving quality of life. In the interview, he emphasized the need to adapt to a rapidly changing world and the role of education in this process.

In a small village, there lived a blacksmith who had never encountered adversity. He often heard rumors of evil in the world and decided to set out in search of adventure. This is how the fairy tale that became the basis for the new game Morteshka begins. On his journey, the blacksmith teams up with a tailor who also seeks adventure, and they head into a mysterious forest. Soon, they find an abandoned hut where they decide to spend the night. However, they have no idea that this night will be a test for them. The blacksmith finds himself trapped: the door slams behind him, and the only way out is down creaky steps. The wooden walls of the hut give way to the stone vaults of a mysterious cave, where the sinister faces of ancient idols begin to emerge from the darkness.

Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game "One-Eyed Likho" / Morteshka

The cave suddenly ends with an exit to the sea and a small pier. A boat is moored at the pier, and the island of the dead is visible on the horizon. The wreckage of an ancient Greek ship lies on the shore of this island, and the dilapidated facades of ancient temples are hidden in the stone cliffs. How did this ancient Greek legacy end up here? In this cave, a blacksmith discovers a book containing the legend of Odysseus and Polyphemus. This discovery lifts the veil of mystery, allowing a glimpse into a world of myths and ancient adventures that continue to fascinate modern people.

The motif of the giant's blinding in this legend and in the tale of Likho is universal. The mythologies of various peoples share common themes that intersect and transcend culture. The developers of the "One-Eyed Likho" project are actively exploring this unique feature, enriching storylines and creating a more immersive experience for players. Studying such mythological motifs allows us not only to expand cultural horizons, but also to understand how different peoples interpret the same themes in their stories.

Screenshot: demo of the game "Likho one-eyed" / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game "One-Eyed Evil" / Morteshka

What awaits the blacksmith beyond the cursed hut on the mythical island of the dead? The answer will only be known after the game's release, scheduled for 2025. Players will be expected to solve puzzles using matches, meet a tailor in a new guise, and encounter the Evil One, from whom they will have to hide. These elements promise engaging gameplay and immersion into a mysterious world full of challenges and unexpected twists.

We discussed the game development process with Vladimir Beletsky and found out which elements of the films "The Lighthouse" and "The Witch" became the main sources of inspiration. We also learned why the developers chose a 4:3 resolution, as well as the reasons why the publishers considered the project risky.

Interview with Vladimir Beletsky

Before the interview, I reread the fairy tale and was once again convinced that Slavic folklore is an excellent source of inspiration for creating horror films. You drew inspiration only from "The Witch" Or did you follow the original more closely? Did you use elements from other fairy tales and legends, as well as elements of the folk culture of the Kama region?

Initially, our goal was to literally retell the original in a game format. As development progressed, this idea remained, but it took on new meaning, evolving into the unique interpretation of the fairy tale that our studio presents. We studied the motif known as "the blinding of the giant" and sought to reflect the cultural specifics of the story in the game itself. In this way, we created a multi-layered narrative that combines elements of different cultures and gives the game a unique feel.

In the current demo, the player encounters various interpretations of the fairy tale, in which they take on the role of a blacksmith. Numerous references to these interpretations surround him. For example, on the Isle of the Dead, the wrecked hulk of an ancient Greek ship can be seen, a reminder of the myth of Odysseus. This myth is also reflected in the Permian animal style items that the player finds in the hut. Such details not only enrich the game world but also create a deep connection between mythology and cultural heritage, making the gameplay experience more engaging and meaningful.

Screenshot: game demo “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game "Likho One-Eyed" / Morteshka

The studio draws inspiration from various motifs that are constantly present in Game. Many props and models are created with an emphasis on the animal style, which in turn continues to develop the theme of the giant's blinding. Research shows that the plot of the tale of Likho has roots dating back to the Paleolithic era, when hunter-gatherers lived. These cultural elements are inextricably linked with Bronze Age artifacts made in the animal style. Adapting a game to a game format is often associated with certain difficulties. Various aspects, such as mechanics, graphics, and user interaction, can create challenges during development. The need to take into account various platforms and devices also adds to the complexity. It is important to carefully analyze and test every element to ensure maximum compatibility and convenience for players. Game development is a complex and multifaceted process. In particular, creating narrative games requires significantly more effort than systemic ones, as every moment of the gaming experience must be carefully considered. In the game "Likho", the narrative is more linear, which, however, does not diminish the importance of carefully crafting the plot and characters. Each scene requires meticulous direction to ensure deep immersion and a memorable experience.

In the new trailer presented at the Future Games Show, I discovered an interesting theme of rebirth, which had not previously appeared in either the demo or promotional materials. I wonder if this theme will be central to the plot, or if the tailor's line distracted me from the true meaning? Is the main character, a blacksmith, searching for a way out of the fairytale realm, or has he already found his place in it?

The main interpretation of the fairy tale we are turning to is based on historical roots rather than mythological elements. The protagonist faces many trials typical of fairy tales, but with the addition of horror elements. In the story, the blacksmith finds himself in the Far Far Away Kingdom, the realm of the dead, where he encounters death and must find a way to return to life. The game begins in the world of the living and ends in the same space, emphasizing the connection between the two worlds.

Screenshot: demo of the game "Likho One-Eyed" / Morteshka

While playing the demo at the Perm Game Construct Conference 2022, I noticed a new mechanic for using matches. It reminded me of the third game, Amnesia. The element of fire, which can go out at any moment, creates an atmosphere of tension, but there's a risk that this can lead to player frustration. In games with consumable mechanics, the need to constantly search for supplies becomes an important aspect. When the primary light source is short-lived, players are often forced to move by touch, encountering obstacles, and exploring dark corners. This can negatively impact gameplay if the balance between atmosphere and playability isn't maintained.

Matches play a vital role in your game, fulfilling several key functions. First and foremost, they can be used as a puzzle element, requiring players to manipulate matches to solve problems and achieve goals. This adds interactivity and encourages logical thinking. Furthermore, matches can be used as a source of illumination in dark game locations, creating atmosphere and enhancing immersion. Their use in these areas not only adds variety to the gameplay but also makes it more engaging and intense.

Examples of their use are presented in the demo. In this context, setting objects on fire serves to open new paths or activate certain mechanisms. This approach allows players to interact with the environment and solve problems, using fire as a key element of gameplay.

Matches play a key role in creating an unsettling atmosphere in the game. They provide a unique combination of unexpected light and a constant source of illumination. Unlike traditional light sources like flashlights or lamps, matches can instantly highlight distant details, similar to a camera flash in games like Visage and MADiSON. This creates tension and heightens the sense of fear, making gameplay more immersive and engaging. Using matches adds an element of surprise and unpredictability, heightening the unsettling and tense atmosphere.

The game features both dark and light areas. In dark areas, matches become essential for navigation and finding objects. In light areas, matches play a supporting role, adding an element of strategy to the gameplay.

Screenshot: demo of the game "Likho One-Eyed" / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka

B "Likha" introduces new and unusual mechanics that will excite both players and developers. These mechanics add unique aspects to the gameplay, allowing users to explore new possibilities and strategies. We strive for innovation and strive to introduce elements that enrich the gaming experience and make it more engaging. Each new mechanic is carefully designed to ensure balance and interest for both new and experienced players.

The game features unique puzzles that require an individual approach. The primary focus is on story and atmosphere, making the gameplay standard for this genre. Players may be surprised by the companion interaction mechanics, reminiscent of Firewatch and The Invincible, as such elements are quite rare in horror games.

Screenshot: game demo “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka

Transitioning to a new genre always comes with its own challenges and requires mastering new approaches to game design. After completing work on the "Black Book" project, which was originally conceived as a horror game, I felt burnt out and needed to switch to something else. I've long had an interest in new genres, and this decision was a logical step in my creative journey. A new genre requires not only changes in game mechanics but also a rethinking of narrative, player interaction, and the creation of a unique gaming experience. I was faced with the need to learn new tools and methods to successfully implement the idea. This allows me not only to expand my horizons as a developer but also to offer players something truly new and engaging.

The gaming industry is extremely diverse. Each game requires a unique approach and a specialized set of tools. The experience gained in developing one game is not always fully transferable to other genres. This diversity highlights the importance of adapting skills and knowledge to succeed in various areas of game development.

Our project required us to master a variety of new techniques. We began with more complex level design, including blocking and art passes, and continued exploring spatial audio to create a realistic game environment. The knowledge and skills we've gained will be useful in our future projects and will help us improve the quality of our gameplay solutions.

Creating an eerie atmosphere in works is often achieved through a variety of elements. This can include the use of eerie and unsettling sounds, such as creaking floorboards or distant screams. Visual effects play an equally important role: darkened rooms, harsh shadows, and unexpected character appearances contribute to a heightened sense of dread. Also crucial is the script, in which elements of surprise and psychological tension compel the viewer or reader to care about the characters' fates. The emotional background created by music and sound effects enhances the experience and helps immerse the reader in the terrifying atmosphere. Thus, the combination of audiovisual elements and storytelling forms a powerful tool for creating a frightening environment.

We aimed to create an atmosphere of impending horror that doesn't rely on constant jump scares or gore. This fear feels like an ancient presence, always present on the edge of consciousness. The main characters, the blacksmith and the player, find themselves in a whirlpool of events from which they must find a way out.

There is nothing supernatural in the gameplay techniques—it is a combination of sound, light, and narrative. These elements help create tense moments that players can experience alongside the characters. The use of sound effects and lighting helps enhance the atmosphere and emotional load, immersing players in the game world. We strive to ensure that every element of interaction is carefully considered, creating a unique experience for users.

Screenshot: demo of the game "Likho One-Eyed" / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka
Screenshot: demo of the game "One-Eyed Likho" / Morteshka

Some of the main sources of inspiration for the creation of "Likho" were the films "The Lighthouse", "The Witch" and "Mostice". These films attracted me with their unique framing, their use of expressive narrative devices, and their laconic style. The fatalism that permeates these films has also had a significant influence on my work. Remarkably, they all draw their roots from folklore. Despite cultural differences, I'm interested in drawing parallels between them and Slavic folklore, particularly the tale of Likha. These connections provide a deeper understanding of how tradition and mythology shape our perception of history and imagery.

"The Witch" is a benchmark adaptation of the folk tales that formed the basis of "The Black Book." We often encounter adapted and lighthearted interpretations of folklore, which is essentially ancient fantasy. However, genuine tales were conveyed with an emphasis on authenticity, and the narrator sincerely believed in the reality of the events or sought to convince listeners of this. Such stories often feature terrifying events.

In cinema, we see how horror films can provoke deep thought rather than simply frighten the viewer. This idea inspires us to create games in which visual minimalism and overall aesthetics play a key role. We strive to convey these feelings through the interface and graphics, so that players can not only experience fear, but also reflect on the deeper themes embedded in our project.

Screenshot: demo of the game "One-Eyed Likho" / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka

Certain Indie games had a significant influence on the development of our new project. We were inspired by the unique mechanics and creative approaches they utilized. Their ability to tell deep stories and create atmosphere, as well as their unconventional gameplay solutions, became an important guideline in our creative process. We sought to transfer these elements into our project to provide players with an engaging and unforgettable experience.

Our game features a variety of projects that come together to form a coherent whole. In the horror genre, games such as Visage, MADiSON, Blair Witch, and Alan Wake stand out. In terms of narrative games, Firewatch, The Invincible, and What Remains of Edith Finch are worth mentioning. Stylistically, we were inspired by works such as Mundaun and Return of Obra Dinn. The list goes on, highlighting the diversity of influences and ideas that formed the basis of our project.

This time, the localization was entrusted to experienced professionals. I can share that this process is being carried out by a team of specialists with extensive experience in the field of translation and adaptation of content. This ensures high quality and compliance with the cultural characteristics of the target audience.

In the current demo, the localization was done in-house, but the final version will likely be entrusted to a professional studio. In the game "Likha", the text is simpler and more understandable compared to "The Black Book", as the characters use fewer dialects. This is due to the fact that the plot is not tied to a specific time or place, which makes it easier to understand.

The choice of a 4:3 resolution for the game is truly an unusual decision that deserves attention. This aspect ratio, used in classic games, creates a unique atmosphere and nostalgic feelings in players. Using 4:3 can serve several purposes. Firstly, it allows the user's attention to be focused on the central part of the screen, which can improve the perception of important information and interaction with the game world. Secondly, this decision can add an element of difficulty, as the limited field of view requires greater concentration and strategic thinking from the player.

Furthermore, the use of a 4:3 aspect ratio significantly impacted the design of the environments. Designers were forced to adapt levels and environments to ensure comfortable interaction with the game given the limited field of view. This created the opportunity for more detailed elaboration of individual elements in the game, such as textures and lighting, which in turn enhances the feeling of immersion. Ultimately, the decision to choose a 4:3 resolution not only affects visual perception but also enriches the gaming experience, creating a unique environment for players.

Initially, our goal was to stand out from the crowd of indie horror games. The compressed screen does enhance the atmosphere of fear, but we sought to find a more interesting gameplay application for this idea. However, during development, we were unable to implement this solution in gameplay mechanics. Ultimately, we came to the conclusion that potential fear is not a sufficient reason to limit the player's visibility. That's why we made the resolution selection available at the start of the game, allowing users to decide for themselves how they want to experience the game.

Screenshot: Demo of the game "Likho One-Eyed" / Morteshka
Screenshot: demo of the game “Dashing One-Eyed” / Morteshka

Did you plan A console release? This question may have become a cliché, but I noticed in the comments on VKontakte that you plan to create new ports after a successful PC release. I want to clarify: in one of your interviews, you said that the project architecture should be planned with possible future ports in mind. Did you follow this advice when developing Likha or did you decide to focus exclusively on PC at first? If so, what reason do you see for this approach?

Our architecture already includes all the necessary components for a port, as we have the relevant experience. We are currently not engaged in porting for two main reasons: firstly, we do not have easy access to devkits, and secondly, we decided to focus on improving the quality of the game itself. The porting process would distract us from the important task of polishing and improving the gaming experience.

Showing the demo at GCC 2022 when the game was in the early stages of development really proved useful. This event allowed us to gather important feedback from players and identify key areas requiring improvement. Experience shows that demos should be held at a stage when the basic functionality and game mechanics are already in place. This allows us to gather constructive criticism and better understand audience expectations. Early demonstrations not only help improve the game but also generate interest in the project before it's fully completed.

I believe that a demo should be presented immediately after its release. This is important not only for demonstrating progress but also for planning its creation as a key stage of development. A demo is a kind of micro-release that helps developers better understand their game and receive feedback from players. We recently updated our demo on the Steam platform, which allowed us to take player feedback into account and make the necessary improvements.

In one interview, you mentioned that you were unable to find a publisher because the "Likho" project was deemed risky. For someone unfamiliar with the nuances of such deals, this raised questions for me. The first footage and demo presented at GCC 2022 looked promising, and player support continues to grow. Many are eagerly awaiting the release. Why did publishers consider your project risky?

Our project should be considered in the context of upcoming global releases, of which there are many. Among them, there are hundreds of games generating more interest than ours. This is confirmed by open Steam data. Our game has a clear local focus and will not include English voiceover. At Gamescom, we showed a trailer with subtitles. This can be both a positive aspect, as in the case of Venba, and perceived by players as something new and unusual.

Screenshot: demo of the game "Likho One-Eyed" / Morteshka

We have decided not to seek additional funding through crowdfunding at this time, especially in light of recent rejections from publishers. This decision is driven by the need to focus on other opportunities and optimize resources. We are confident that we can find alternative ways to achieve our goal without raising additional funds through crowdfunding.

Crowdfunding, despite its popularity, isn't always the center of attention. To successfully raise funds through crowdfunding platforms, you need to have a truly unique idea or establish partnerships with publishers and advertising agencies. This will create additional opportunities for project promotion and increase the chances of successful funding. It is important to understand that high-quality preparation and competent marketing play a key role in achieving the goal.

The development process of "Likho" truly required multiple rethinking and significant changes. Looking back, several reasons can be identified. First and foremost, during the game's development, we were faced with the need to adapt to feedback from testers and players. Their opinions helped us identify weaknesses in gameplay mechanics, storyline, and design.

Furthermore, the development of technology and new tools in the gaming industry also impacted the final product. We realized that some of our initial ideas were outdated or did not meet modern quality standards. This necessitated a rethinking of the art direction and gameplay elements.

Major changes included a reworked character interaction system, as well as improved graphics and animation. We also added new levels and missions, significantly expanding the gameplay experience. As a result, "Likho" became a more engaging and profound project that meets our audience's expectations.

During development, situations often arise where new ideas prove ineffective. This is common practice, and some concepts have to be abandoned. In the "Likho" project, we explored the original idea of ​​the game's events being linked to a cursed film reel that the player must explore, adding an extra layer of interaction. However, this approach didn't work from a gameplay perspective.

While this is no longer on the topic of "Likho," I can't help but mention tabletop role-playing games. I was very happy to learn that you've been interested in this hobby for a long time, as I also play role-playing games myself. How has your experience with tabletop role-playing games influenced your work as a game designer? What games and adventures do you enjoy? Have you considered creating your own game modules, perhaps based on Slavic mythology, like "Likho"?

Every game designer aspiring to work in the field of computer RPGs inevitably encounters tabletop role-playing games. This is an important aspect that helps to better understand balance, game mechanics, and narrative systems. In my practice, I primarily play Dungeons & Dragons 5th edition and run a campaign using the Curse of Strahd module. I also enjoy the Tales from the Loop system for its unique atmosphere. However, I do not create my own modules or settings, as it can take up time that I prefer to spend developing computer games.

Why does Likh have one eye? This detail attracts attention and sparks interest. Likh's single eye may symbolize his unfinished business or incompleteness. Perhaps it is also a hint at his one-sided view of the world, where he sees only his own truth. In folklore and myth, such character traits often have deep meaning and reflect their inner essence. Studying such details helps to better understand Likh's character and his motivations.

The complex question of the giant's motives for blinding him requires careful consideration. The answer will depend on the perspectives of various schools of thought. In our game, the character Likh has one eye, which ties in with the earliest recorded version of the story in the Odyssey, where he is depicted as a Cyclops. However, according to Paleolithic reconstructions, having one eye is not mandatory—in some versions, the giant is depicted with two eyes. We chose the number of eyes based on the earliest version of the story. This decision emphasizes the connection with classical sources and adds depth to the character's image.

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