Leonard Menchiari Talks Path of Fury – Interview Series

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Trek to Yomi creator Leonard Menchiari is gearing up to launch a brand-new VR game, Path of Fury—an experience that will reportedly aim to combine a melting pot of cardio-based gameplay with “beautiful, immersive environments.” To add, the game will also feature an authentic and interactive martial arts system, and not to mention a huge variety of enemies and other thematic aspects that will pay tribute to the art of Wing Chun. Color us intrigued, folks.

Suffice it to say, I wanted to learn more about Path of Fury and its latest developments, so, naturally, I decided to reach out to Leonard to discuss the project.

First and foremost, we want to talk about the idea behind Path of Fury and, more importantly, how it went from a paper dream to a full-fledged reality. Tell us, how did it all come together?

Leonard: Honestly, I just wanted to make something cool, and I think I might have. VR is at its best when it combines exercise with beautiful, immersive environments, so I tried to create something that could merge those things together. Through this, I was able to craft a linear experience with a strong backstory that despite being very straightforward, still felt different each time. That was the goal at least, but I feel like I got pretty close to what I was aiming for.

Could you tell us a bit more about the story? Who are we playing in this world, and what exactly is it that we’re aiming to accomplish?

Leonard: You're playing as a character who lost someone dear to him and is seeking revenge. The one he's after is the leader of a clan living at the top roof of a giant fortress, protected by layers of a society that he himself has created around him. Very few have the guts to face him, so even the authorities leave him alone, or even get hired to protect him sometimes.

Would you mind walking us through the sections of Tetsuo’s Tower? How will each layer of this nexus differ from other floors, and what are we likely to find in each?

Leonard: Tetsuo is the man governing this quarter. Here, the outskirts are where he gets the money, mainly from the nightclubs, where he sells the products he bakes to feed the city. The streets outside the tower are pure chaos: gangs fighting for territory, thugs scraping by, and a police force too corrupt or powerless to restore order. Under the tower is where people live, underground, where Yakuza members keep peace and order among the addicts and gang members. Inside the tower is where the products are made, so that the higher floors can enjoy their parties and have fun while at the very top Tetsuo's men train all day and night to become the most powerful martial artists in the world, placed there to protect him from anyone who wants to tear his empire down. Here is where Tetsuo resides, watching over the world he's built, safe from anything that could get in his way. Until now, perhaps.

Introducing Path of Fury, the VR action game that will make you sweat. Assault a skyscraper, floor by floor and blow-by-blow. Will you resist the challenge, or will you fall in the attempt? Released on Quest in Q1, 2025, add it to your wishlist now… If you dare. pic.twitter.com/Ed3k8me759

— Path of Fury (@PathOfFury) December 6, 2024

You’ve previously worked on Trek to Yomi, so capturing an authentic fighting experience is, in all likelihood, second nature for you. With that said, we are keen to learn more about how your next game will “mirror the intensity” of martial arts training. Would you mind telling us a bit about that?

Leonard: In Trek to Yomi I was never able to capture the actual fighting experience I wanted, I couldn’t get to control the combat system, so I focused on the art, which I am proud of (the art department nailed my vision and made it even better). This project actually focuses on kung fu wing chun training: close combat (closer than other styles of fighting), fast strikes, powerful hits with the least amount of energy, Lin Siu Dai Da (simultaneous defense and attack) for quick counters, and extreme precision. It’s precise, oddly realistic, and pretty intense. I want it to be fun but also a genuine training experience, where you feel like you’re actually learning kung fu—or at least something close.

We would love to grab a few pro tips from you before the game launches on its respective platforms. Is there anything we should know before beginning our ascent in Tetsuo’s Tower?

Leonard: Treat it less like a game and more like a training tool. Patience pays off. Every enemy uses the same move set, so the more you practice, the faster you’ll beat them. Plus, there’s a Wing Chun wooden dummy in your room—use it to master enemy combos.

Let’s talk about the future, and, if you’re willing to share, the titles that have yet to come to fruition. If applicable, would you mind telling us a bit more about the ideas that you would like to explore in the coming years?

Leonard: The future is uncertain, and the industry is brutally challenging. That’s why I chose to create this project almost entirely on my own, instead of wasting years waiting for publishers to ignore me or reject me, or hoping for funding that might never come. Because of this, I can’t say for sure what my next project will be—I’m taking it one step at a time, doing my best and hoping for the best.

Any indie developer knows how hard it is to finish a game—it can take years. But what people outside the field might not realize is that starting one can be even harder.

How can we stay up to date with Path of Fury and its future episodes? Are there any important social feeds, newsletters, or roadmaps that you wouldn’t mind sharing with us?

Leonard: Self-promotion isn’t my thing, so I teamed up with Jesus Fabre at Abonico Game Works to handle marketing and distribution. You can check out updates at www.pathoffury.com.

Would you like to add any final words to this article before we wrap things up?

Leonard: Thank you for taking the time to put these questions together. I hope people will enjoy playing this game at least as much as I enjoyed the journey of creating it. There’s something truly special about making VR games. They’re immersive, challenging, and unlike anything else. If you’re even a little curious about it, I’d absolutely recommend giving it a shot. You might surprise yourself with what’s possible.

You’ve been great — thank you, Leonard!

For more information on Path of Fury, be sure to follow the official X channel here.

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