It was supposed to be a simple job – but game development rarely is
![The Making Of... Steam World Heist](https://magarticles.magzter.com/articles/5196/344216/5cc6db3bea409/The-Making-Of-Steam-World-Heist.jpg)
This is so long ago that only really old people can remember,” laughs Image & Form’s founder and CEO Brjann Sigurgeirsson. Well, we suppose six years, give or take, is a long time in game development. It was August 2013, and his studio had just finished its third commercial release and breakout hit, SteamWorld Dig. Already the game was a critical success, but it was too early to reap the commercial rewards. During an internal post-mortem, Sigurgeirsson insisted that the nine-month development time had been “way too risky” for a studio of that size. Its next game would take more than two years to complete.
Needless to say, that wasn’t part of the plan. But he admits that after considering two smaller games (“One was distinctly iOS, and one… hmm, we were thinking 3DS,” he says) and spending two or three months on both, “neither was really working out”. Having set the scene, Sigurgeirsson whisks himself away; he’s busy preparing for the release of the next game in the SteamWorld universe, SteamWorld Quest, and leaves us in the capable hands of creative lead Olle Hakansson, who picks up the story from the autumn of the same year. “I think we were all sitting down at the lunch table, and we had just played the expansion to XCOM, Enemy Within,” he continues. “Basically, we loved that game. And we were just playing around with this idea – if we made a game like that, an XCOM-ish kind of game, how would it look?”
هذه القصة مأخوذة من طبعة June 2019 من Edge.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة June 2019 من Edge.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
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Bulwark: Falconeer Chronicles
Anyone familiar with the concept of kitbashing is already halfway to understanding what Tomas Sala’s open-world builder is all about.
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Children Of The Sun
René Rother’s acrid revenge thriller – an action game with its limbs broken and forcibly rearranged into the shape of a spatial puzzler – is at once a bonafide original and an unlikely throwback. Cast your eyes right and you wouldn’t blink if we told you this was a forgotten Grasshopper Manufacture game from the early PS3 era (we won’t be at all surprised if this finds a spot on Suda51’s end-of-year list).
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Post Script
What does Rise Of The Ronin say for PS5 exclusivity?
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Rise Of The Ronin
Falling in battle simply switches control to the next person up, and then quick revive fixes everything
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Post Script
The pawn and the pandemic
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Dragon's Dogma 2
The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.
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BLUE MANCHU
How enforced early retirement eventually led Jonathan Chey back to System Shock
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THE MAKING 0F.... AMERICAN ARCADIA
How a contrast of perspectives added extra layers to a side-scrolling platform game
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COMING IN TO LAND
The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?
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VOID SOLS
This abstract indie Soulslike has some bright ideas