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Live Magazine September 2017

The team look at nostalgia - what is it about those classic games, TV shows and times that make you wish for them? Plus a massive video game section, cosplay, board game special guide and so much more there's no room to list it all...

The team look at nostalgia - what is it about those classic games, TV shows and times that make you wish for them? Plus a massive video game section, cosplay, board game special guide and so much more there's no room to list it all...

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ways appreciated in game development<br />

and it’s hard to get a fresh<br />

look at the game with only a 3 man<br />

team. The feedback itself is really<br />

good, we try to take all of it into<br />

consideration and it often leads to<br />

good group discussions about a<br />

certain mechanic or feature.<br />

Aside from people like Gio Corsi, it<br />

seems like Sony have all but given<br />

up on Vita at this point. Did this<br />

public withdrawal of support deter<br />

your development?<br />

We only started developing Reverie<br />

at the end of November 2016 so<br />

we already knew Sony wouldn’t be<br />

releasing more first-party titles. At<br />

that stage we had all but finished<br />

with university and were dedicated<br />

to the idea of creating a game for<br />

the Vita. This was the ideal time for<br />

us as recent graduates to make a<br />

game that we wanted to make, for<br />

a console that we all love.<br />

How has the support from Sony<br />

been in bringing your game to the<br />

handheld?<br />

Sony still has a strong Vita development<br />

support team. The process<br />

has been smooth so far and<br />

we’re sure it’ll stay that way when<br />

we move into the approval process.<br />

Reverie is a 2D Zelda-esque game<br />

which is a genre that is sorely lacking<br />

on Vita. Was this genre choice<br />

a reaction to that or a natural decision<br />

for the team?<br />

A bit of both. The three of us love<br />

the 2D Zelda games and we wanted<br />

to fill the gap for this type of<br />

game on the Vita. We are proud<br />

with what we have managed to<br />

accomplish with Reverie so far and<br />

are pleased to see the Vita audience<br />

has been so receptive of the<br />

project.<br />

You seem to have based the game<br />

heavily on New Zealand culture<br />

and folklore. What inspired you to<br />

use this setting and how easy was<br />

it to adapt this into a game world?<br />

We were inspired to set the game<br />

in New Zealand as we were born<br />

and raised here. Any environmental<br />

or cultural aspects in Reverie<br />

are easy for us to implement as<br />

we have been exposed to it for<br />

the majority of our lives. We also<br />

have used a lot of our own memories<br />

and experiences of summer<br />

holidays as children to influence<br />

some of the buildings, people and<br />

environments you explore on the<br />

island.<br />

You previously worked on a student<br />

project named Slick: Ruff Justice.<br />

How did the lessons learned<br />

from that game affect the development<br />

of Reverie?<br />

Nearly every aspect of development<br />

has been improved since<br />

Slick. We all improved our individual<br />

skill sets in different fields during<br />

the development of Slick which<br />

has led each of us to be more proficient<br />

in our roles while creating<br />

Reverie. Also we’ve found that a<br />

smaller team is easier to manage<br />

in some ways, especially with a<br />

very focused title like Reverie. We<br />

could list each lesson learned but<br />

there are too many to count!<br />

How far along in development are<br />

you at present?<br />

We are well past the halfway mark<br />

in development. Setting up the<br />

base mechanics of the game took<br />

some time out of creating the content<br />

but at this stage we are all focused<br />

on finishing the world.

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