![]() ![]() How did the studio come up with the concept behind the mechanic and how has it shaped gameplay? The Briar and Lute dynamic–two sisters, one alive and one dead–plays a big role in the game. The dual-character setup was my idea to try and spice things up with something a little more unique, engaging, and functional in an already well-established genre. Moreover, the team was eager to put their skills to the test with a game in this genre. From the genre point of view, we were aware that the action/style playfield was not as crowded as others were we felt it could allow us to develop a AA game with good production values, which could even aspire to the likes of genre masterpieces like Bayonetta, Devil May Cry, or even Nier: Automata – with proper proportions. Theseus was an adventure created with unique set pieces, but we knew we had to adopt a different approach and go for something more flexible and modular. Pagetti: After our VR game Theseus, we wanted to switch back to flat screen gaming, and we meant to do so with a format that could work from both a productive and a commercial point of view. How did the studio come up with the idea for Soulstice and how has the game evolved since its inception? And 2018 actually marked a new start for us, because it was immediately clear that Soulstice would become our biggest project, by several orders of magnitude. The first step we took was Theseus, which was conceived for flatscreen but was later turned into a VR adventure. Our long-term goal was to drive the evolution of the studio towards a stage where we could actually establish a foothold in the AA scene. After releasing our first game, Joe Dever’s Lone Wolf, in 2013-2014, we decided to switch to Unreal Engine, which had been used by the most senior members of our team in the past. Our team was created with long-term ambitions, but it was necessary to grow organically and raise the stakes progressively. The Italian ecosystem was also really different at the time. What has the team learned over that decade of growth and evolution and what sorts of lessons does it bring now to its creations?įabio Pagetti, Game and Creative Director at Reply Game Studios: We started as a team in 2011, when the games industry was still heavily affected by certain barriers, especially in terms of tech and access to console platforms. Over that time, it initially focused on mobile and then expanded to include VR and AA games. ![]() Reply Game Studios has been around for about a decade now, first as Forge Reply and now as Reply Game Studios.
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