Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqIo-S8SPrNpwQmWaB-75Q6jiQEjWEWM4wSRf6X7PJ_J-JAXLAiUIRkcu7PfT554ncL0_nKrGhyphenhyphenXnPP_qH91lesK_PEbjIXbsTG16pomU110Zh95ujZrQvJXr_RGJbrsbkdfJrYQ/s400/IndivisiblePrototype_08.png)
The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.
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The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.