It was supposed to be a simple job – but game development rarely is
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?”
Denne historien er fra June 2019-utgaven av Edge.
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Denne historien er fra June 2019-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart