While playing Wizorb, the RPG-tinged Breakout clone that hit the Xbox Live Indies Game service two weeks ago, it's easy to forget you're in 2011.
I say that in a positive way, as this three-dollar title brings to mind a number of things that I believe have been missing from games since the mid- to late-1990s.
For instance, it features beautiful, pixel-based graphics that bring to mind the best that the Sega Genesis had to offer. It also features a bouncy, blippy soundtrack that brings to mind the tunes that filled our ears while playing games like The Legend of Zelda: A Link to the Past.
What prompted the guys at Tribute Games to create such a retrotastic title, and when can we expect it to hit other platforms (if ever)? I recently asked Justin Cyr, Jonathan Lavigne and Jean-François Major those very questions. Read on to hear their responses.
The Gay Gamer: What prompted the three of you to come together and make this game (and also form Tribute Games)?
Jonathan Lavigne: I've been serious about going indie since 2005, but it was only a matter of timing for us to make it offical this year. Just before the three of us started working on Scott Pilgrim vs. The World: The Game, I was already working with Jean-François on Wizorb in our spare time. At first, it was only supposed to be a small project that would allow Jean-François to develop his game engine. Six months ago, I had just finished Ninja Senki while both Justin and Jean-François finished working on productions at Ubisoft and Eidos, so we decided it was time to join forces and finish Wizorb.
Justin Cyr: We're doing this entirely out of our own pockets, so it took a while to save enough money to allow ourselves enough time to make something good. It's always a little intimidating to give up that kind of security, but I think if we didn't make the jump when we did the moment would have passed us by.
Jean-François Major: We've always gotten along and had pretty similar tastes in games. Going indie really gives us this freedom to create the games we've always dreamed of playing.
TGG: Whose idea was it to make a game that combines elements of Breakout with those of an RPG?
Jonathan: I came up with the idea first, but it grew into something bigger [when] Justin and Jean-François added their own personal touches to it.
Jean-François: When we realized the game had great potential, we wanted to add a way to tell a story and give a bit more life to the game. We wish we could have fleshed out [the game's RPG elements] a bit more. Maybe we'll keep some room for improvement for a sequel?
Showing posts with label Jean Chen. Show all posts
Showing posts with label Jean Chen. Show all posts
Wednesday, October 12, 2011
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