Friday, 4 August 2017

Vanishing Point Development and Release


Vanishing Point

Part 1



The day has finally come for the latest and final build of Vanishing Point to be released, our largest project that has been under development for just over 2 years here at No Sky Visible. We have come to the decision that it is time to halt development for now and share with you what we have been producing and give you some insight into the history and development of the project.

Vanishing Point is a space survival game based around keeping a crew of astronauts sane, happy and well stocked whilst they traverse the stars as the last members of humanity after the Earth was destroyed by an impacting meteorite. They are now searching the Milky Way' stars for resources to survive and keep their ship intact and functioning, however the farther they travel, the tougher it becomes.

Play it for yourself and tell us what you think!


The Origins of Vanishing Point

Vanishing Point's conceptualising was in 2014 and initially started out as a virtual reality project, after some initial development it was soon into the prototyping phase in which the NSV team built a very basic world to test whether it could be a viable concept or not. And with floating cubes and headset in hand.. or on their head I should say, they tested away. 


After the initial conceptional stage, the team went onto discussing the future development of Vanishing Point after looking at what they had produced and came to the decision to create a 2D version of the game. Virtual reality was still a keen interest at the studio however and was used in another project that we'll talk about in an upcoming update!  

The next rendition of Vanishing Point would come in the form of a 2D game called TOMB, which was much more fleshed out and had the core mechanics of the concept built into the game, however it was still early days for the title and a whole new beast compared to the games previously made like Asbo A GoGo.


TOMB started out from a proof of concept and moved onto becoming a polished up version that would eventually be uploaded onto Newgrounds.com where you can still play it to this day. The game takes place with you playing as Jeen Vickers who's job it is to maintain the ship as she explores the cosmos, travelling as far as she can survive.  

The first stage was to design the main character which would end up being a female protagonist, once chosen it was then onto producing the sprite sheet, animations included. These needed to be designed in a way to reflect the environment so in this case floating around in space!




These character assets of Jeen Vickers, alongside the ship assets would eventually be imported and used within the early build of the game and put together by Lead Programmer Big P. In this stage Creative Director Ben worked closely with him to ensure all the major game mechanics would be integrated which meant Big P had quite the task ahead of him, he always powers through though, such a babe. The core Mechanics such as putting out fires and fixing gas leaks were now ready, although the more they added, the more complex it and unstable it became. 

After a few months TOMB was coming together and a build that was ready for the public would soon be out, this would also act as a brilliant way to get feedback for the concept that would eventually become Vanishing Point. 



TOMB would then be released on 2nd January, 2015 on Newgrounds.com and scored 3/5 stars alongside 8,756 views so overall it wasn't a bad release to say it was a polished-up prototype. However the most important aspect was the feedback which generally speaking was, I'll paraphrase, reyt buggy but a really good concept. This would give the go ahead for development of Vanishing Point since the concept was widely liked by the players and had good potential.


This would be the final piece of artwork released for TOMB and the beginning of the next phase of Vanishing Point's life span which we'll cover in the next update!


You can still get a blast from the past and play TOMB here: 



Part 2 Coming Soon!

Saturday, 28 January 2017

An Indie Dev Story


Asbo a Gogo


An Indie Dev Story



The Beginning of it All


During the development of Collider in 2013, the NSV team had plans to create another game after finishing their current project although they weren't quite sure what yet other than they wanted a retro styled game with a bit more depth. There was however ideas in the mix, Creative Director Ben Sutcliffe had an idea for a 2D side scrolling brawler like Double Dragon but they needed some kind setting, so after chatting, Ben and Artist Nathan Gambles came up with the idea of it being based in Sheffield since that was No Sky Visible's hometown and they could give it an all important local touch.

After deciding what the concept would be, it was keyboards at the ready and development of the prototype began. This was hugely important to the project since at the time, they didn't really know what they were getting themselves into but nonetheless they got stuck in bashing out a prototype, they soon found it would be a great deal more complex than Collider would ever be. 

With Big P (Paul Sanderson) leading the programming, this initial phase allowed him to get to grips with the sort of code he'll have to create since at this point in time, Paul was still pretty new to the whole practice and still learning, but with the help of forums and tutorials he managed to get everything up and running in Construct 2. At the Same time, Nathan was going out onto Sheffield's busiest streets to collect reference for all the assets that were needed and with his trusty software, he got to work developing the all important sprites, animations and backgrounds. 


Punching Frame
Shaduken inspired animation (A really painful uppercut pretty much)














Forum: one of the most recognizable places on Division Street, Sheffield in an 8-bit style

After creating all the needed assets, correct code in place and design refined, everything was coming together to form the first Asbo a Gogo prototype and although It was basic in its own regard, it set the foundation for what they were all aspiring to create as well as proving to be big learning curve for all of them.


video


From here they got a real understanding of what was needed to improve their core concept and set in motion the next design phase with Paul Sanderson brushing up his coding knowledge and improvements being made to the sprite and animation quality, and for this to happen, you need to choose your outfits fighter girls.

Ben also talked to two of his friends and asked them if he could base the designs off of them, and soon enough the Asbo a Gogo girls were born and ready to kick some ass, they just needed to plan on how to kick that ass first.

Outfit Design for the first Asbo a Gogo girl
Outfit and animation design for the second Asbo a Gogo girl
Paul then got them into the game and functioning
Nathan went onto making pixelated versions from the designs

After everything for the prototype was completed, it was time to begin full production of Asbo a Gogo which meant devoting a lot of time towards its development, however this meant that artist Nathan unfortunately couldn't find the time to continue at NSV due switching jobs at the time. This meant that the call for another artist was needed, so Ben spread the word across Facebook and soon enough another talented artist called Sam Skillington stepped up to the plate and development continued. Round 2.

Nathan Gambles Experience

Nathan played a key role in the beginning phases of design and helped out with ideas, themes, artwork and a bit of collision detection although he was still learning a great deal himself about animation at the time and found that this would be a great experience to try it out. Although Nathan never got finish work on Abso, he still thoroughly enjoyed the process and thought the final product spiritually true to the prototype and concept. After talking with Nathan some more, I found out that he would love to go back and make an Asbo a Gogo 2 if he ever had the time and would come back to No Sky Visible given the opportunity. 


Developers! To Battle Stations!

So by this point, development was full steam ahead for the NSV team, they were lines deep into code and art assets were being produced regularly, so every Saturday the team met in the studio as well as making it in the week whenever they had the chance to slowly start bringing it all together. They had decided that the game will take place on two of Sheffield's most famous streets, Division and West Street, and combining them together to create the battleground for thugs and furious fists to battle it out. Sam created the assets and Big P learnt from the prototype and improved the fighting mechanics to get a working version up and ready.

First ever screenshot of Asbo a Gogo
After getting the core fundamentals of the game in place, it was now time to expand it beyond the one level, so they cracked on and produced several areas which allowed the player to travel through varied environments so the game would be generally more interesting as well as being a treat for a player from Sheffield to see landmarks of their hometown.
Battle Tram!
Don't worry i'll explain why everything is suddenly destroyed in a minute
Like any other game, bugs were expected and they came in the truckloads and each one had to be fixed in order for it to function, this is when Big P really had to work hard and research as much as he could about Construct 2 and it's visual coding system. Although the bugs were very laborious to fix, some of them were quite comical which made everyone laugh from time to time.

Not sure the mighty God Vulcan will appreciate being shot by that
As you can see Asbo a Gogo aspired to be much more than a brawler and incorporated a jet pack battle scene to fight the final boss as well as a mech fight being introduced later down the line, this was done to keep bringing on new and exciting challenges for the player to face as well as being different from the run of the mill brawler games.

With the story of the game being that the statue of Vulcan has come alive and all the machines have aligned themselves with him to wreak havoc upon Sheffield, it was only appropriate that they've combined to form giant mechs which of course means, mech battles. Awesome. This battle mechanic which is basically rock, paper, scissors when boiled down was introduced to add a unexpected edge as well as being incredibly fun way to mix up combat.

"its not just side scrolling ball busting action, we've got giant mecha too!" - Ben Sutcliffe
Maybe we could talk this out?

Sam Skillington's Experience

Although Sam Skillington doesn't work at No Sky Visible anymore he still thoroughly enjoyed the process since it was an entirely new experience for him. Sam responded to the Facebook post Ben put out and although he had never done animation before, he quickly learnt the basic skills needed and got to work on Asbo a GoGo. The process itself was quite tricky since there would be continuous problems in the project like hand drawn sprites not working correctly, thus having to redraw them all but through thick and thin he got stuck in and produced all the art required. 

Sam's favourite part of the entire process had to have been working in the studio with everyone in those last few weeks of development, with him and Ben singing Holy Diver at the top of their lungs to annoy the other developers hard at work, it got them all through the crunch time. Given the chance, Sam would be up for making another Asbo a Gogo, so who knows! maybe one day there'll be an Asbo a GoGo 2!

Promotion! Promotion! Promotion!

There was a lot of time going into developing Asbo a Gogo so it needed a release worthy of effort being put in, so Ben Sutcliffe got in contact with the yearly Sheffield music festival: Tramlines. After some negotiating Ben managed to secure a huge deal for No Sky Visible and got advertised and promoted for the Tramlines event, this huge leap in awareness meant that socks had to be pulled up because they now a had a very important but very real deadline to meet. This was a great opportunity for NSV to get its name out there to the public and gain some traction.

No turning back now guys
With this new deal ready and in place, the advertisements for Tramlines went nationwide and and Asbo a Gogo got a slice of that action with it being featured on the official website.

Tramlines Festival website
After the ball was set rolling with the traction gained from Tramlines, No Sky Visible had a spree of local media taking interest in Asbo a Gogo since it was the next best game out of Sheffield and soon enough Toast Magazine got in touch and featured it in the Crumbs From the Table section, reaching every reader.

Toast Magazine Article
The No Sky Visible team also got covered by the local newspaper, The Sheffield Star, which meant a great deal to everyone since they were now being seen as the next upcoming gaming studio from Sheffield, this also gave them them a huge amount of awareness after the release of Asbo a Gogo.

The Sheffield Star Article

Still at the Battle Stations!

With Tramlines fast approaching, the workload was increasing with the rush to get everything creating and functioning in time for launch, this meant that pretty much everyone was coming in throughout the week to blast out as much as they can, sometimes doing 14 hour days to make ends meet. This was a big strain on everyone and the odd time ideas would clash and become heated, but these would soon cool down and development would carry on as normal as it could be in crunch time. 
It was all coming together though
Throughout the entire process there were bugs that had to be ironed out but one in particular kept Asbo a Gogo from reaching its full potential, the spawning bug. This drove Big P and all the other developers mad, it would cause enemies to keep on spawning over and over again if a certain amount of enemies were on screen which lead to countless attempts to fix it but all of them proved fruitless till the very end as you find out soon how it all unfolded. 

Something always has to go wrong in Games Development


Paul Brand's Experience

At this phase of development, Paul Brand also joined the Asbo a Gogo team although he mainly working on side projects for NSV, he helped create a few secret mini games that Ben had wanted placed within the levels so that the player has something new to find if they look hard enough. Paul Brand got to work on the main mini game which involved Paul Sanderson and Paul Brand's friend Scott getting together and being recorded whilst performing fighting moves. These were then taken into an animation program and then put into the final release of Asbo a Gogo so yes, you can beat people up as Big P, C'mom! This fight takes place in the Asbo a GoGo equivalent of the famous Meadowhall shopping center, MeadowBrawl!

Given the chance to do it again, he would definitely be up for making a remastered version at some point but for now he continues developing small titles at NSV HQ.

Paul Sanderson's Experience

This whole experience for Paul was definitely a huge learning curve for him since at the beginning, the only previous visual coding experience he had was making Collider so Asbo a GoGo would be a huge step up. Nonetheless he got stuck into forums and tutorials to learn as much as he could and do whatever he had to do to combat the bugs, even though it was extremely tough for Big P, he found that the entire Asbo process really taught him a lot and he gained confidence in his own coding abilities, 

Big P was in it right to the final minutes developing Asbo a GoGo and although these were the hardest times, they were the most fun and rewarding times and because of his commitment and dedication he brought Asbo to life! Given the chance like everyone else, he would go back and improve the hell outta' that game. 

The Retro Machines

Big Pand the Retro Machines, should be a band name
In the weeks leading up to the release of asbo a Gogo, the team wanted something to bring the retro brawler feeling back to the player and lucky enough, just down the road the local lazer quest they were selling 2 old arcade machine shells! Ben and the team went down to buy and pick up the arcade shells, after finally lugging them back to the studio it was time to go to town on these bad boys.

First things first! Guttin' time!
The fresh shell being prepared for a new paint job
Ben designed a stencil and got to work spraying away
Each asbo a gogo girl will be spray painted onto each side
Boom! One Asbo a Gogo girl!
The final Abso a GoGo arcade machines ready to go

After the redesign of the arcade machine shells, they needed some way of getting their game to play on them since there wasn't any electronics inside, so Ben being a crafty thinker he thought of getting a stand and hooking up the laptops from the inside which worked brilliantly in the end. The people who came down to play on Asbo a GoGo found it captivating to be thrown back to the days of Streets of Rage and Double Dragon.

But what happened to the arcade machines after launch? Unfortunately i do not know the fate of one of them but the other however, has found its home at Ben's house, taking up vast amounts of space and being too heavy to move any where, so worth it though.

Release day and the End of Asbo

The arcade release!
After months of hard work and development, Tramlines was quick upon them and release day was here.

 These last few days of crunch time were a real strain on everyone with the team spending all the time they could to work on the game however not everything always goes to plan. As I mentioned earlier, the spawning bug was a real hassle for Big P and even minutes before release he was trying to fix it but time soon slipped away meaning they had to role with the version they already had, meaning that they couldn't have more than a few enemies at  time but either way, physical copies were rolling out along side the digital versions.


This however didn't stop a successful and extremely fun launch! quite a few people came down to Bank Street Arts, the HQ for No Sky Visible and drank and played away on the Asbo A GoGo. The whole experience was incredible for all the team from diving straight into the deep end to finally reach that crucial deadline, arcade machine ready and set to play. This was a landmark title for No Sky Visible since it was their first game to have a proper release with advertising which is a massive leap from the Newgrounds release Collider had.

To This day if you want to give Asbo a GoGo a go, feel free to use the link below! Although the online version doesn't contain the cut scenes that are in the physical copy, it still makes for some good o'l retro brawlin' action! - http://www.newgrounds.com/portal/view/623117




Ben Sutcliffe's Experience

Ben obviously played a huge role in the development of Asbo with major design decisions and advertising deals coming from him, he really propelled Asbo a GoGo forward and gave the game and the business a lot of recognition and although stressful, he had a brilliant time doing what he loved most, making games! Asbo a goGo was just the beginning.

Ben found that in the end there was a lot he regrets in terms of design decisions such as not quite full utilizing all of the best mechanics such as the mech fight, as well as the 2 hidden levels that were a bit too well hidden meaning not many people would even get to play them. Sometimes it was down to inexperience and time, for example they wanted a difficulty system in place but wasn't able to integrate it and that's why the game is pretty damn hard.

But nonetheless it was still an amazing experience! The entire team loved working on the game since it was all their first time producing one and unfortunately it wasn't a commercial success but it didn't matter because they all learn't a tremendous amount and looking back, its still incredibly impressive given the circumstances! 

So give it a go! Asbo a GoGo!



Written by Community Manager - Richard Clark

Tuesday, 17 January 2017

Trivia Tuesday!




It’s Trivia Tuesday everyone!

Since it’s our first ever Trivia Tuesday for No Sky Visible, we’ll kick it off with the teams most played games to get you closer to our amazing team. As one of our favourite pass times it’s been important to all of us here at NSV, so let’s see what games have taken us deep into countless worlds, from killing noobs to building cities and conquering the world, we all have our fancy.

Creative Director Ben has found his inner Roman emperor by ruling over ancient Europe in Rome: Total War, although he wasn’t exactly Cesar, he found it extremely captivating and enjoyable commanding his armies all across the old world, he would spend days at the keyboard clicking away killing whatever rebellious barbarian clan rose up to claim his land. Ben also took a shining to the extremely difficult game: Dark Souls, because killing demons and terrifying beasts before getting ripped in half is always fun.
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Your God of Sunlight won't save you here Ben of Astora! 


Programmer Paul had this to say about his most played game. 

“Sim City 4 by far. I must have thousands of hours in that game. Once you start modding the base game there's no stopping. I was never really interested in getting the cities to work as the game intended, so I'd just cheat my way to creating the city I wanted to make. I also spent a lot of time making my own buildings for the game and sharing them with the community. That game was more of a hobby than a pastime!”
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Games Designer Paul spent countless hours exploring and fighting in the Capital Wasteland in Fallout 3, he said

“My first Bethesda game. The moment you leave the vault, look at the world set before you, with the realisation that you could go and do whatever you wanted was initially daunting. That feeling soon turned to excitement as you had a whole world to explore, stories to uncover, and that excitement never faded over the 200+ hours I put into the game and the dlc.”
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Sound Artist Jonny loves to spend his gaming hours online, killing all those noobs who want to sleep with everyone’s mothers.
“I played black ops 2 and 3 online to death however battlefield 1 is going well,
haven’t had a lot of time to really get into a great game with a huge story at moment which is a shame. I guess it's those kind of games for me at the minute that I can just pick up and put down as and when I can, and I still get the satisfaction knowing I'm pissing people off online when I'm killing them and they start screaming down the mic”
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And of course me, the Community Manager. For me there’s no shadow of a doubt it’s Medieval 2: Total War, that game has sucked an entire 410 hours of my life away, that’s 17 full days of trying to conquer the corners of the globe and to this day I find myself going back to it to fight one more empire, I’d do it all again if I got those hours back. I’ve always enjoyed grand strategy games like Total War since it gives me a glimpse of what those epic battles that shaped our world could’ve looked like, god damn I love history!
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Now you’ve heard our most played games, we’d love to hear yours!

Thursday, 12 January 2017

Throwback Thursday: Collider


Welcome guys to No Sky Visible’ first ever Throwback Thursday!


Since it’s our first time doing this, why not start off with something special to the developer’s hearts, let’s take you back a few years and look at NSV’s first ever game: Collider!

Collider was a fun little touchscreen prototype made to test the waters of the newly founded No Sky Visible with Ben Sutcliffe, Paul Sanderson and Paul Brand first getting together to create a small video game in preparation for Sheffield Tramlines festival 2013. This touchscreen prototype in itself was a challenge in the beginning since none of them actually knew how to make a game and when there’s 10 levels to make from scratch and code, that can be a problem. However, driven by nerdy gaming passion, many hours working and maybe a few tutorials here and there they blasted out a creative, engaging and fully playable game with Ben and Paul B leading the design front and Paul S hitting it hard at the visual coding (thus Programmer Paul was born).

Collider was realistic in scope which led to it being simple in design with small blocks flying around the screen after a collision (hence the name) and in a colourful blaze the players block would rush to smash the others in a limited amount of time which is kept fresh with the gradually more complex and interesting levels. This was a huge eye opener for the team because it wasn’t just about making a game prototype, it was also about getting it out there to the most important part of any business, you guys! So after the completion of Collider, it found its new home on the gaming website Newgrounds where you can still play it today!

For No Sky Visible, Collider was the first step in their story and although it didn’t get a tremendous amount of views, it still proved that a bunch of strangers could come together to make a game, do it well, and get it out to the public and because of Collider, it led to later games being developed together, getting featured on the front page of Newgrounds and then onto the development of their first big commercial release: Vanishing Point!

Use the link to try it for yourself and tell us what you think! - http://www.newgrounds.com/portal/view/616573

No Sky Visible has a new Community Manager!

Hello Everyone!


No Sky Visible has a new Community Manager!


My name is Rick Clark and I’ll be introducing you to all the new and exciting news straight from the NSV headquarters in Sheffield as well as bringing you closer to the development team and past projects with Trivia Tuesday, Throwback Thursday and website updates every 2 weeks.

So how about getting to know your new Community Manager? *Applause*




I’m 20 years old and currently studying a HND course in Games Development which has fuelled my passion to be involved in this amazing industry and be a part of the global obsession of gaming and the culture its created. I met Creative Director Ben Sutcliffe when he came into my class to have a look at student’s work, during which he asked me and a few others to take part in a student project for a prototype game at #NoSkyVisible. I found the whole project extremely exciting (our hero’s journey begins!?). We developed a title called Dream Lord with the idea being that reality could be changed and manipulated by someone strong enough to control a magical mirror, meaning the player could create and place everything in an expansive world before playing it. I worked heavily on the narrative side of the game as well as doing some art pieces to be used in the intro. Overall it was a brilliant project and I’ve stuck with No Sky Visible ever since.

See you soon

Thursday, 8 December 2016

Vanishing Point, back once again like a renegade master

Its been a long time coming but Vanishing Point is finally starting to come together. We have been working hard on the systems for the past few months (feel's like an eternity). Its looking like the game will finally be stable enough for us to rebuild the ship for a final time and start making a trailer in prep for green light.

I will be posting more in the coming weeks so keep an eye out for more Vanishing Point soon....



Friday, 10 June 2016

Chat with Noskyvisible's Art Director Stephanie Overstreet


Stephanie started working with us last November and since then has contributed a lot to our growth and success. We thought it would be a great idea to introduce you to her and her amazing art work. Underneath is a short interview with Stephanie where she talks about art, life and games. enjoy!

Can you explain your method and the tools you use?


My current go to program is the Autodesk sketchbook App on my galaxy tablet. It’s a pretty decent program considering that it’s an app but it’s definitely a small fry when you compare it to the head honcho programs that professional artists use these days. My goal is to pull on my big girl shorts and upgrade to photoshop as soon as I get a functioning tablet for my computer. In the meantime the sketchbook app suits me just fine. For a typical piece of art I prefer to sketch it out on real paper first, sketching feels more comfortable on a physical piece of paper, I haven’t exactly concluded why that is. I upload the sketch into the program and ink over it starting with the outline followed by color layers and and a multiply layer for shadows. It’s a pretty straightforward process, no fancy tricks there.


when did you know you wanted to be an artist and where there any artst in particular that you liked?

Being an artist was one of those things that seemed to just always be part of me. My mom likes to tell anecdotes in which she couldn’t keep a single surface safe from the tyranny of my markers. Particularly pillow cases. Growing up my brother was a pretty big gamer and subscribed to game magazines, so games have always been a huge influence on my style. I liked to flip through the magazines and look at concept art for games like final fantasy, phantasy star, fire emblem, you name it. There was also a particular artist I’ve always been a huge fan of, the works of Lois Van Baarle, better known as Loish. I think she has an unparalleled knack for color and fluidity in her works, I’ve spent a long time studying her pictures attempting to assimilate a fraction of her style.




has you inspiration changed over the years and f so who inspire you right now?

It certainly has. When I was younger I valued intense realism for the sake of the mere talent it took to achieve it,  but I think i’ve grown a strong affection for simplistic cartoons over the years. There are also other concepts I’ve grown to love such as the glitch aesthetic and gif art, both things that did not exist when I was younger. The glitch aesthetic is such an enchanting concept, as it takes something we’ve all experienced, and indeed been frustrated to experience, being a program or console glitching, and turning it into something eerie yet beautiful. I enjoy it’s ability to create a positive spin on something that is often overlooked due to its negative connotations.  Gif art is incredible as well for its ability to give life to illustrations. The artist that inspires me the most currently is Sachin Teng. He makes illustrative paintings that have a crisp, playful linework but also incorporate a sense of mysticism and intrigue. Many of his paintings are fan art but they are so creatively rendered that you wouldn’t know it at first glance. The first piece of his I ever saw remains my favorite, it’s a serene gif of a young Amy Pond encountering a weeping angel with her hair and dress blowing in the breeze. It’s worth a look up.


where do you see your practice going in the future?

I’ve earnestly loved getting into games. Since I grew up staring at game art it feels cathartic to be able to take a dabble in the field. It’s still new territory for me but I hope that I can grow into my shoes here and continue to do this. In general I want to begin to incorporate moving elements into all my artwork so they are no long stationary piece but living bits of art. I haven’t got all my ducks in a row to make this happen yet but It’s my goal and I’m definitely on the way.




what is your favourite game and why?

It’s a tough choice, since I love so many games but I am going to have to say it’s the Legend of Zelda: Ocarina of time. This was the first game I really played through as a kid and have probably played through it since at least a dozen times(but probably much, much more). I loved the world, which had this sense that it was much bigger than just the game you were playing. There was a sort of underhanded darkness to the games that more recent zelda games do not incorporate either. I suppose it’s a bit like having a first love. You never forget it, and no game can make you quite like the one that inspired you first. I’m hoping some day I can be involved in a gaming project that garners as much enchantment in someone else as young and impressionable as I was.

Stephanie is based in Oregon U.S.A. you can contact her for commission work here or any of the links bellow