![]() ![]() It resonated with what’s happening at the time. You know, that’s a very flattering view to say that when we wrote the original game, I think it resonated in 1994. How was there ever a concern when approaching this title that it could be hard to live up to that legacy?Ĭharles Cecil: Thank you for that compliment. The final presentation with the game is in fully rendered, all motion, all volumetric 3D graphics that have been treated by a special toon-shader to look like I actually drew them, you know? There’s an outline around things.ĬGMagazine: Now, I want to touch on the fact that Beneath a Steel Sky was one of the seminal adventure games of the 90s and is considered one of the seminal cyberpunk video games. Now I sit at my Wacom drafting tablet, draw stuff out, press a button, and a few seconds later, the full color works on Charles’s desktop. And also, because we moved on technically, from those early days when the most advanced piece of technology we had was a fax machine, and everything would have to be faxed or mailed. And this seemed like the perfect thing to do. And I was in a position where I was looking for a new project. ![]() ![]() But as Charles has said, it sometimes takes a while for the planets to come into alignment.īut a few years ago, Charles was ready. And we had such a good time doing that first instalment that I was always keen to get it going again. And it’s been so in comics as well I have to like my collaborators and enjoy working with them. I loved the collaboration-that’s the most important thing for me. So, it’s…you know, taken 25 years between that and actually, you know, being able to publish the game.ĭave Gibbons: Yeah, I think from my point of view, I really enjoyed the collaboration that Charles and his team, and I had like, with the first computer game I’d really been involved with at all. And Dave emailed me about a story that he’d actually written for the sequel back in 1995. And so, Dave and I got back in touch a few years ago, and it felt like actually the time was right. We were able to appeal to a much broader and a much wider iPhone audience, and that allowed us to reach out, build back the community, get the opportunity to meet our fans, and then start funding our own games which was, you know, absolutely amazing. The original resolution was just 320 by 200, which by extraordinary serendipity, was the resolution of the iPhone at that time. What that allowed us to do was reinvent the game when we published Beneath a Steel Sky on the iPhone. We were lucky enough to chat to Dave Gibbons and Charles Cecil about this new instalment, along with the challenges and excitement that lead them to this new instalment in the Steel Sky universe. The visuals are stunning, and with the same creative minds behind the first title, it manages to capture that magic that made the series so captivating when it first launched in the heyday of point-and-click adventure games. Set in the same universe Beyond a Steel Sky takes the ideas seen in the first instalment and improves on them-delivering a more advanced visual experience that captures the comic book aesthetic the first one aimed to achieve. Now, the creative team behind that experience, have rejoined and have delivered the sequel Beyond a Steel Sky for a whole new generation of players. It crafted a dark, dystopian world, built on the anxieties and fears of the time making it an experience that, even decades later, is still beloved by countless people across the globe. Beneath A Steel Sky was one of the seminal adventure games from the mid 90’s. ![]()
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