Hello RealGamerNewz readers and otherwise Xbox gamers. As we walk into 2014 we had a chance to Interview Ska Studios about their recently released title on Xbox 360 as well as developing for the platform as an indie development firm overall.
Ska Studios is also responsible for Charlie Murder which you can read our review for here with our review for TIME VIKING!!!!!ANDSPACERAPTOR available now here (and the 1080P Gameplay Trailer Here). Questions were asked by myself, Jon Ireson (Editor-In-Chief at RealGamerNewz) and answered by James at Ska Studios, enjoy! ***All answers are unedited, uncensored thoughts of the developer***
RealGamerNewz: First off, how did you come up with the title for this game?
Ska Studios: Time Viking is about a 12th century time traveling Viking with telekinetic abilities. When we added Space Raptor, we realized that simply calling the game Time Viking wouldn’t do, so we changed it to TIME VIKING!!!!!ANDSPACERAPTOR. The exclamation marks are for emphasis.
RGN: What, if anything, inspired the unique looking TIME VIKING!!!!!ANDSPACERAPTOR?
Ska Studios: Blowing up the moon is something that’s always been important to me, so I think that was the jumping off point. The idea of climbing a mountain of your foes all the way up to the moon to then destroy the moon was too good of an idea to pass up. But Time Viking’s journey is a surreal one–perhaps it’s all the delusions of a worn warrior, driven mad by battle? Is it an analysis of the science versus magic debate given from the perspective of a 12th century philosopher-knight?
RGN: Are there any expectations for the title you can share with gamers beyond what the gameplay trailer presents?
Ska Studios: Like its predecessor, Time Viking is about 15 minutes of massive stress. The kill screen is more emotionally powerful though, I think.
RGN: Our own Deputy Editor Tristan loved Charlie Murder. How have the gaming public received Charlie Murder?
Ska Studios: Most people who play Charlie Murder end up loving it, and that’s awesome. We’re big fans of all the Charlie and Dishwasher fan art we get.
RGN: What has it been like working with Microsoft?
Ska Studios: It’s been great. So great, in fact, that we’d love to keep working with Microsoft.
RGN: If you could put one of your games in the hands of an alien species to play, which would it be and why?
Ska Studios: I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1, because the gameplay could be most easily communicated. The number of tropes and memes in Charlie Murder that require substantial cultural knowledge to be meaningful would make needlessly confuse such a momentous meeting.
RGN: How many hours were put into play-testing this new game you’ve released?
Ska Studios: We have no idea. Many hours. All the hours.
RGN: When levels are being designed for your games, do you think about the cinematic experience of the story-line guiding the levels as priority or is it more about gameplay? How do you achieve a balance?
Ska Studios: I don’t plan well, but I usually have a rough idea of what I want to show, and then I just iterate a bunch until I’m happy with what we’re looking at. Usually the end result is a lot different from how I originally imagined it, but that’s totally fine, as long as I’m satisfied with how it turned out.
RGN: Okay, we got a little weird on you with our questions 🙂 just keeping it interesting, but here’s one last question – is there any chance for Ska Studios making next-gen games in the future?
Ska Studios: There is a 99.9% chance of that, because we factored in a few end of the world scenarios.
Thanks for reading the interview people, and thank you to Ska Studios for taking the time to answer our questions. If you have any further questions for the developer drop them in the comments below and we’ll try our best to get them answered for you. Until then, keep it real and keep it gaming!!!
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140108 and was last modified on 20140108 .