Developer Frozenbyte released their top down sci-fi action game Shadowgrounds in 2006 which got a lot of attention for its combo of retro game design with new graphical visuals. Now Frozenbyte is working on the next game in the series, Shadowgrounds Survivor that serves as a kind of spin-off rather than a straight sequel to the first game. FiringSquad got a chance to chat with Frozenbyte's Joel Kinnunen to get some more info on Shadowgrounds Survivor:
FiringSquad: First, how did the idea come about for the new Shadowgrounds game?
Joel Kinnunen: We had a lot of ideas brewing after we finished Shadowgrounds. We're
still working on some of those, and Shadowgrounds Survivor is the
first one that is in a state that we are proud to present. The game
was actually conceived during the last phase of development of
Shadowgrounds. It started a little different and later evolved into
what it is now.
FiringSquad: Why was the decision made to make the new game's storyline run
parallel to the
original game?
Joel Kinnunen: We felt there was still a lot of ground to cover on what was happening
on Ganymede (where the game takes place) besides the places and
characters that were introduced in Shadowgrounds. And quite frankly,
when we conceived Shadowgrounds Survivor, I think we were sick and
tired of Wesley's face so we wanted some fresh blood in the new game. ;)
FiringSquad: What can you tell us at this time about the overall plotline and
setting for the new
game?
Joel Kinnunen: The story focuses on the three survivors who are caught by surprise
when the alien onslaught begins in full force. Whole of Ganymede is
under attack and it's starting to look grim - so everybody is
instructed to make their way to New Atlantis where the evacuation is
taking place. What happens then, well... We're keeping the story very
straightforward on purpose.
I think we might've bitten more than we could chew with the original
Shadowgrounds story so we are now focusing more on the action. All of
the story elements that we include in the game will be understandable
- but of course, if you've played the original, then you will have a
better overall picture and can perhaps guess some of the things that
happen... The playable characters are brand new but you will see a few
familiar faces and visit some familiar places. That said, the majority
of the game takes place at all-new exciting locations. More on those
later.
FiringSquad: What new weapons will be used in the new game?
Joel Kinnunen: The three characters each have three weapons and a special grenade of
their own. We won't reveal the weapon selection yet but you can expect
a balanced set of weapons for all characters, including some fan
favorites from Shadowgrounds and some new weapons.
FiringSquad: What new monsters will the player encounter in the new game?
Joel Kinnunen: I can reveal one new monster at this time, and that is a new version
of the Arachnoid - kind of like a long-lost twin brother to the normal
Arachnoid. The new enemy fires a tazing laser projectile that can be
very deadly if you're caught in the middle of a desperate fight.
What's already evident is that it gives the battles a nice extra
touch, because it will also freeze other enemies as well. So you can
actually trick the enemy to do your bidding, almost!
FiringSquad: What other gameplay aspects have been added to or improved from the
original game?
Joel Kinnunen: A lot, actually. We didn't want to tread the same path. Instead we
added a couple of gameplay mechanics like the huge Sentry Turret and
the devastating Mech - both of which the player can control and use at
specific points in the game. We also revised the whole upgrade system.
This time you can upgrade both the character and the weapons. Each
character also has his or her own special upgrades that make a real
difference in gameplay and the tactics - just like with the weapon
upgrades, the character upgrades have a tight focus on having a direct
effect on gameplay.
FiringSquad: Will the new game have the same top down persepective and what can
you tell us about
the graphical features compared to the original?
Joel Kinnunen: The perspective will be kept the same. It works, so there's no reason
to mess with it. We're of course doing some small tweaks to the camera
based on the feedback we got from the first Shadowgrounds, but overall
it will be very similar. New graphics will include a higher overall
quality all around, new effects of course, even better lighting and
new shader effects thanks to some improvements to the engine.
I'd also like to mention that the game will have physics. We'll be
announcing more details on that later, but we've already integrated
physics into the game engine and it works perfectly. It adds a lot to
the overall atmosphere and mayhem!
FiringSquad: What is the current status of the game's progress and when will it
be released?
Joel Kinnunen: We have most of the missions in a playable stage and are now joining
the bits and pieces together and polishing it to the max. The release
will happen before the Holiday season - exact details to be announced
later.
FiringSquad: Finally is there anything else you wish to say about the new
Shadowgrounds game?
Joel Kinnunen: Shadowgrounds Survivor is shaping up to be a superb game! We're
already having a lot of fun with the game and it just keeps on getting
better day by day. I hope everyone gives the demo a shot when it's
released. That's all it usually takes to become a Shadowgrounds fan.
Stay tuned!