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Interview: The Darkside Detective Development Team

on September 1, 2017

In The Darkside Detective, a classic adventure pixel art game by Spooky Doorway, players journey through a series of mysteries in Twin Lakes City. With a playable demo available and hype for the game growing, I chatted with the team on their project and its dark humor.

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Interview: CrossCode’s Felix Klein

on August 26, 2017

As a title packed with content that combines modern game elements with SNES Zelda-era joy, Radical Fish Games’ CrossCode already has a strong following, which is impressive, given the ambition of the project. Players take the role of Lea, a mute gamer playing a fictional MMO, presenting a game within the game that includes awesome mechanics and the mastery of elemental forces. I chatted with developer Felix Klein on the goals of the project as the studio nears full release.

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Interview: Neptune Flux’s Nick Pettit

on August 21, 2017

Neptune Flux released in 2016 on Steam, expanding to the PS4 on August 8, 2017. As an indie game of narrative via sea floor exploration and discovery, it has drawn comparisons to Bioshock, in terms of fluid gameplay and presentation, albeit from the point of view of a submersible craft piloted by the protagonist. I chatted with developer Nick Pettit on his project, noting various gameplay elements and design challenges.

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Interview: Lona: Realm of Colors’ Taraneh Karimi

on August 18, 2017

As an adventure game delivered by way of two-sided paintings, Lona: Realm of Colors presents a distinct visual style and keen dualism, using a cat and a crow to guide players through the experience. With a Kickstarter campaign in high gear, SpaceFox has a lot on its plate, and I chatted with artist Taraneh Karimi on the novel nature of her project (see also Alter Native).

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Interview: The Lighthouse Development Team

on August 7, 2017

With a Kickstarter campaign for The Lighthouse in full swing and project buzz growing, Shadow Knights Studio seeks to thrill with a supernatural missing person mystery adventure taking place in Maine, 1964, and I chatted with the development team on their vision and goals.

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