8 ottobre 2015 • Intervista

Intervista a Golden Ruby Games riguardo Extreme Exorcism

  • Q: How long did the development of Extreme Exorcism take?
  • A: Extreme Exorcism took about 8 months of initial development then another 5 months to get it working across all of the platforms. It was tough as we’re a tiny team, but we’re really happy with the final result.
  • Q: In the making of the game, did you get inspiration from something else?
  • A: We wanted to pay homage to the games we all enjoyed growing up, so the NES/SNES era of games was a big influence. We were also inspired by games like Towerfall and Super Crate Box. We love the couch co-op games coming out and we really wanted to try making one ourselves, with a bit of a twist of course.
  • Q: Extreme Exorcism changed a lot since its starting project, King of Clones or King of Ghosts. How did this evolution take place? Are you satisfied with the path the game took?
  • A: Initially we wanted to make a game that featured a bunch of crazy weapons and fast paced action. When we couldn’t really come up with a good AI, we decided to use players past moves and actions as a stand in until we could come up with something. We found out that it was actually a really great AI so we decided to keep it. Then we found that using the word ghost, like from Mario Kart, actually helped our testers understand how the AI worked, then we just leaned in hard to the whole ghost/haunted house theme.
  • Q: Instead of releasing it only on Steam, you had a collaboration with Ripstone to bring Extreme Exorcism on home consoles too. May you explain this choice?
  • A: As a small company, we wanted to get as much exposure for our title as possible, but because of our size we were only capable of hitting Steam. Ripstone was going to help us with PR and Marketing so we knew with their help, we could do more than just releasing on Steam alone. With Ripstone’s help, we were able to get on as many platforms as we wanted. It was a great learning experience.
  • Q: Have you ever considered the idea of an online multiplayer mode?
  • A: Of course! But because of the way the AI works, we were very concerned that any sort of lag would greatly affect the positioning of the ghosts on screen. Nothing would be more frustrating than seeing a ghost shoot you from across the room and it look completely impossible.
  • Q: As I wrote on the review, Extreme Exorcism belongs to a genre that is progressively expanding. In your opinion, how will your game relate with similar ones? Do you think it will stand out?
  • A: I think our game will fit in well with people who have that group of friends that all enjoy a good party game while hanging out. Just like the other couch co-op games out there is a healthy amount of competition involved and we love to encourage it. I think that what will make Extreme Exorcism stand out is not only the competition between friends, but between yourself.
  • Q: The interview ends here. Do you have anything else you’d like to add?
  • A: Get those high scores ups there! I want to see how many ghosts we can exorcise!

 

Studente fuorisede e (sedicente) appassionato di RPG, in particolare Dragon Quest e Fire Emblem. Passa più tempo a cercare di recuperare vecchi giochi che a provarne di nuovi. Quando non scrive articoli, probabilmente sta perdendo tempo all’arena dei mostri per ottenere la spada Falcon.
Lo trovate su Facebook e Twitter.

Autore: Dario "Spiky" Vetrano

Studente fuorisede e (sedicente) appassionato di RPG, in particolare Dragon Quest e Fire Emblem. Passa più tempo a cercare di recuperare vecchi giochi che a provarne di nuovi. Quando non scrive articoli, probabilmente sta perdendo tempo all'arena dei mostri per ottenere la spada Falcon. Lo trovate su Facebook e Twitter.