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Interview: Derelict Void’s Irene Cabrejas

on December 3, 2020

Derelict Void stands out as a space-based Rogue-lite survival experience, and players find themselves scavenging, struggling against all odds in the uncharted depths of space; with a Kickstarter in full swing, I chatted with Stirling Games‘ Irene Cabrejas on the finer points of the project.

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Interview: Phoenotopia: Awakening’s Quang Tran

on September 10, 2020

A game of satisfying, stylized pixel art and Zelda-esque  adventure, Phoenotopia: Awakening provides combat challenges alongside folksy charm; players traverse crumbling ruins filled with treasures and sunlit temples in search of answers, an experience complete with varied equippable items, puzzles, and foe-rich environs. With the weight of inspiration guiding my questions, I chatted with dev Quang “Quells” Tran on the nature of the project.

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Interview: Prisma Light’s Jonathan Lima

on August 26, 2020

A pixel art ARPG with platformer elements, Graphipix’s Prisma Light continues the expansion of 2D games celebrating childhood adventure and  mysterious foes sporting unusual abilities. I chatted with developer Jonathan Lima to learn how his work moves beyond its influences and into a world of its own.

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Interview: Fallen Angel’s Hunter Wu

on August 6, 2020

Fallen Angel – a project developed by Matrioshka Games with V Publishing on board as publisher – combines Old Testament concepts with 2D, pixel art roleplaying. With floating islands and cyberpunk nightclubs in the mix, I chatted with dev Hunter Wu on the nuanced impetus of his work.

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Interview: Out of Place’s Markus Albert

on June 5, 2020

Placing the protagonist in an far-flung landscape, Out of Place tasks Simon with reactivating an enormous crashed machine as he endeavors to find his way home. Featuring action adventure sensibilities and gorgeous graphics, Bagpack Games (Markus Albert – Level Design and Lighting Art; Peter Schmidt – Programming; Thomas Hedden – 3D and Technical Art) captures an immediately unique yet familiar feel, and I chatted up the devs on the current state of affairs within their studio.

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