Shining a light

PSP™

Ivolgamus, the developer behind Fading Shadows on PSP, answers questions from the forums.

How does Fading Shadows stand out from other PSP puzzle games? What makes it unique? [Tsukasa, Germany]

Well, that was the question that we asked ourselves when we started working on Fading Shadows - how to make Fading Shadows to stand out from other puzzle games.

For us, the most important difference had to be in gameplay mechanics. It was very important for us to give something completely new to the player, something that he hasn't experienced before. Also, since most of the puzzle games take place in abstract settings, we wanted to do realistic art, with lots of small details. We worked really hard to achieve that and we believe that you won't find anything like Fading Shadows, not only on PSP, but on other platforms as well.

Where did the inspiration for the characters and environments come from? [Syrus le virus, France]

Our inspiration came from many different sources. We have heavily relied on Renaissance painters, especially Hieronymus Bosch. Some of the environments were inspired by M.C. Escher. And obviously, we were inspired by different videogames, too many to name though.

Fading Shadows features quite an epic background story for a puzzle game but in what way does it tie in with the actual gameplay? [Ao Neko Amaru, Sweden]

Believe it or not, but the story actually follows the game. A boy named Erwyn is imprisoned in the dark side of the world. His sister Aira wants to help him, so she has sealed his soul into the orb, and she controls this orb using the beam of light.

As the player travels through the levels, the story unfolds, showing how the bad guys set traps; traps that you will actually be dealing with. Showing what is happening to the boy and how he is going to end up, if the orb isn't delivered to the Castle of Heaven. So basically, the story is a very nice explanation of what is happening, why the traps are that specific, and overall, brings meaning to the gameplay.

The game has a new and unusual way to control your main character. Is it possible for you to give more information about this? [Banaan, the Netherlands]

In Fading Shadows, controls are indeed unique. Instead of controlling the object itself, as happens in most games, the player is controlling something else, which in turn controls the object. In our case, you control the beam of light that acts like a magnet for the orb. You can make the beam wider or narrower, thus changing the intensity of control you have over the orb - the narrower the beam the more power over the orb and vice versa.

When the orb is in wood or glass states, the beam of light cannot directly point to the orb as it will be burnt, so on the one hand you have to get the orb as close as possible to the beam of light, and on the other you cannot get the orb directly under the beam. But the metal orb cannot be burned, so you can get the orb directly under the beam, which will actually heat up the metal orb so it will jump, which is necessary to complete some of the obstacles. So you need to change the state of the orb in order to complete the puzzles.

Apart from the uniqueness of the controls, there are lots of puzzles that take advantage of the relationship between the beam of light and the orb. For example, there are objects that must be controlled by the beam of light directly - switches, mirrors, various mechanisms, and so on. Imagine that in order to solve a puzzle you must leave the orb in one part of the level, while you must press a button using the beam of light in the other part of the level. The orb will still be following the beam, so the player must find a safe place that the orb would not be able to leave.

What is the most innovative puzzle element of this game? [DeWouter, the Netherlands]

We believe that unique gameplay mechanics are by far the most innovative elements of the game. You won't find anything like this in other games. The overall interaction between the orb and the beam of light is something totally new. And the fact that you need to use all three states - metal, glass, and wood - to complete the puzzles.

What kind of music will accompany us in our adventure? [Pasadena55, Spain]

The main music genre in Fading Shadows is ambient, with occasional bits of drum and base. Overall, Fading Shadows music adds deeper atmosphere to the game, especially in Dark levels.

How many people participated in the creation of Fading Shadows and how long did it take to develop? [blackknight59, France]

It took about two years to go from initial concept to the final master version. In the beginning, there was a core team of a few people working on gameplay basics and visual style. During peak times, around 20 people were working on the project.

Will we be seeing more puzzle, or even any other type of PSP game, from Ivolgamus? [Gribben, Norway]

Yes, there are other games for PSP in development, but we are not ready to announce them yet.

Congratulations on your first PSP game. After Falling Stars on PlayStation 2 and Fading Shadows on PSP, will there be a title for PLAYSTATION 3 as well? [Cophe, Sweden]

Thank you. Regarding PLAYSTATION 3 games we have a big project in the concept stage right now. It is too early to say anything; however we can say for sure that the genre will be completely different from Falling Stars or Fading Shadows.

Were there difficulties when establishing your company in Lithuania? [JoãoPT, Portugal]

Since Lithuania is our home country, it was easy for us, because it is always easier to establish a company at home. Overall we are very happy and proud to be a Lithuanian company. But our goal was always to make product with global appeal, not just for the local market, and we have been able to achieve it.

For more information on Fading Shadows please visit ivolgamus.com.

Article Details

Publish date: 04/03/08
Category: Feature
Shining a light

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