Hello, friendos — here's a Retronauts podcast about (gasp) a brand-new game. But it has an old soul. And it kind of works as an epilogue to our Metroidvania history series of episodes, too.
I've been following Chasm since back in the days when 1UP.com existed, if you can believe that. By complete luck I happened to be taking a trip to the area where creator James Petruzzi lives, just a week or two after the game's release. Given how brilliantly Chasm channels the spirit of Koji Igarashi's portable Castlevania games — the last of which, Order of Ecclesia, turns 10 years old shortly — it seemed like worthwhile topic to tackle in an interview with James.
In fact, our interview turned out to be a more expansive and broad-ranging conversation than I expected, not only touching on Chasm's classic inspirations but also the philosophy of design that goes into a game like this and just how much player expectations for retro-style indie games have shifted in recent years. It's a fun conversation about a fun game, which I've been enjoying at a leisurely, don't-want-it-to-end kind of pace over the past couple of weeks. (Check it out if you haven't yet!)
Description: Jeremy talks to Chasm's James Petruzzi about creating the best IGA-vania style exploratory platformer in a decade, along with the challenges of meeting modern player expectations with a game built so clearly in the classic spirit of Symphony of the Night.
El Pescado
2018-08-28 16:57:50 +0000 UTCRetronauts
2018-08-28 15:38:55 +0000 UTCEl Pescado
2018-08-25 00:47:25 +0000 UTCKormakur Gardarsson
2018-08-21 13:17:58 +0000 UTCJeremy Parish
2018-08-21 00:41:15 +0000 UTCTravers Travers
2018-08-20 20:16:06 +0000 UTCRetronauts
2018-08-20 13:55:45 +0000 UTCDiamond Feit
2018-08-20 13:13:27 +0000 UTC