First PS Wind Horror ADV ALISA -Mere Bio follower. [Developer interview] for the first PS and PC performance restrictions at that time
An interview with the developer of the new indie game I m worried about this project. This time, we will deliver a mini-in-tavy to the primary PS-style horror adventure ALISA developer released on October 22 for Casper Croes, PC / Mac / Linux.
This work is a horror adventure that is drawn in the style of the late 1990s. The stage is a fantasy world in the 1920s, and the player aims to escape from the old Victorian building where the dolls of the disgusting mechanical dolls are crawling as an alisa of the elite Royal Agent who chases the appointment. It also supports Japanese, and Japanese translation of this work seems to have been in charge of developer lovers.
ALISA is delivered for 1,840 yen.
- First of all, please introduce yourself. What is your favorite game?
It is a Casper Croes that loves Casper Croes (hereinafter referred to as Casper) games! His hobbies have started from around 8 years of age by making a game. He was making a game using a retro PC found in garage sale at that time. He is now making a game as a job.
There is no particular game and genre. The game series I liked most was HALO, but it is also until Bungie is out of development. I like in other games, the From Software s Seoul series ( Bloodborne and Dark Souls ), The Elder Scrolls III: Morrowind And, of course, a lot of retro games.
-Why did you start developing this work?
Casper When I first met the current lover, I came to mind the idea of this work. This work was born out of our conversation at this time. First of all, it started with the concept, and then it gradually has been a real game.
- Please tell me the characteristics of this work.
CASPER This work is faithful to the limit of PC performance in the first PS and the late 90 s. Because the background is prelendering, it can be moved quite a fairly old computer. Also, blood does not appear in this work. I think this also gives a spiritual atmosphere.
This work is not a game that is not inspired from Biohazard (of course, it was referred to a considerable part, but there is an omnage to the original). A shop appears in this work and sells various clothes, weapons and items.
Players can only have two weapons at the same time, and weapon changes are made in the save room. All clothes have unique abilities, raising defense, or passive skills.
There are also several content cut in this work before release, which are added in the future as a free update. More unique elements will appear.
- What kind of person do this work do you want to play?
Casper, of course, I would like to play a 90 s game (the first PS, Sega Saturn, Windows 95/98) and play a larger age person, or just a person who likes the atmosphere of this era game I want to play. Since many people have dissatisfied with the graphics of this work, this work will definitely be a niche game.
- Is there a work affected by this work?
Casper is also influenced by the original Biohazard, but it was influenced at the early stage of development Alice (1988). After that, I have also got inspiration from Bloodborne, and I came up when I was playing Call of Duty Infinite Warfare.
- Did you have an impact on development by new coronavirus?
Casper s first time it was concentrated and helped to work, but when I thought I wanted to go out and relaxed, I was closed anywhere....
- Is it okay to deliver and monetize this work?
I think CASPER is fine. Personally, I think it is a free advertisement. If you are interested, you can buy it by way. The bonus element of this work can not be seen only by clearing it once.
- Lastly, please give a message to the Japanese reader.
Casper Japan s game gave me a lot of inspiration. Besides, Japanese felt that Japanese people will show clearly, and it is very happy.
Thank you, please! :)
(↑ This only Japanese was used)
--thank you very much.
◆ About attention indie mini questions This series is a serialized plan that interviews the works with indie led by indie led by release immediately after release. Questions are formatted to format a regular serialization, and we aim to deliver the voices of many developers as much as possible. Enjoy more than 500 other interview articles.
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