![]() ![]() NoE: So you could say Axiom Verge has a lot of prestigious influences. Rygar: an action-adventure game released in Europe for the Nintendo Entertainment System in 1990. Commando: a vertically-scrolling action game released in North America for the Nintendo Entertainment System in 1986.Ģ. For fans of those retro games and people who buy a lot of Virtual Console games, they may notice a lot of those inspirations in Axiom Verge.ġ. Metroid is probably one of the more obvious influences, but there’s also a lot of influence from games like Commando (1), Rygar (2), Blaster Master and Ninja Gaiden. The game’s visuals have a very retro style – it’s very evocative and took a lot of inspiration from a lot of classic games. He starts to hear a voice from a creature that’s communicating with him telepathically, and so from there he goes off and explores this alien world. You play as Trace, a scientist who gets caught up in a lab explosion, wakes up in an alien world, and has to understand how he got there and what he’s supposed to be doing there. NoE: Before we go any further, please could you tell us what kind of game Axiom Verge is?ĭA: Sure! Axiom Verge is a 2D action-exploration adventure game. In my opinion, it worked out to be a very good match, because he’s an expert on every area of the games business…except for the business part. I was hoping very hard at that lunch that we’d hit it off, and we did. We talked about the project, and he actually sent me a build of the game ahead of time so I was able to play it, and it was fantastic. I consider myself very lucky because Tom actually reached out to me, probably about a month after I made my announcement, and we got together and had lunch. NoE: How did you meet up with Tom and start working on Axiom Verge?ĭA: When I left Nintendo of America, I made an announcement to the world that helping indie devs with the business side was the kind of thing I wanted to be doing, but I wasn’t sure who would want to work with me. Before working on Axiom Verge, I was actually an employee of Nintendo of America for about nine years, so some Nintendo fans may have read my name in Nintendo news in that capacity. Axiom Verge was entirely created by one guy, Thomas Happ, who did all of the code, the art, the animation, the music, the design – everything – and so I’m working with him, helping with all the other elements of releasing a game, like the business and marketing side. For those who aren’t familiar with you, could you please introduce yourself?ĭan Adelman: Hello! My name is Dan Adelman, and I’m the business half of the Axiom Verge team. Nintendo of Europe: Firstly, thanks for joining us today.
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