Bastion var et sats

Amir Rao fortæller om at være indie
Tekst: Thomas Blichfeldt
Publiceret 2011-11-07

Bastion vil utvivlsomt ende som et af årets bedste download-spil, og er et stadig et af de spil som undertegnede vil anbefale til alle med hang til et godt eventyr. Derfor er det også interessant at Supergiant Games leder Amir Rao, i et nyt interview med Indie Games fortæller at hele holdet var klar over at de potentielt ikke ville have noget at fremvise for to års hårdt slid, hvis spillet ikke blev et hit:

"Yes, we fully self-funded Bastion and own the IP, and Warner Bros. is the distribution partner for it. We weren't really that concerned about a flop, since the consequences of a flop were well understood: our savings would be wiped out, all the good will we spent with our friends and family would've evaporated and after two years of the most intense work of our lives we would have been left with nothing to show for it."

Senere fortæller han også at hver af de syv personer der udgør holdet bag spillet, var ganske uundværlige og at det var den samlede indsats og tro på projektet der i sidste ende gjorde Bastion til så godt et eventyr:

"The team was the biggest factor. We started with two people and grew to seven. Gavin did all the gameplay, Greg Kasavin did all 3,000 lines of narration and half the levels, Jen Zee did all the 2D art, Darren Korb did all the sound and music, Logan Cunningham did the voice and Andrew Wang got us onto the console. If you take away even one of those things, we have no game and no success."

Læs mere og se screenshots på Gamereactor.dk

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