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It’s very us." When it comes to world building, Brice says the game is pretty far along."We have an entire game world, and in fact the entire game world minus a couple of areas is entirely explorable, and you can move around it. We know far too much about all of their personalities.""We had personality tests done for all of them!
"We want to hit close to home, but in a way provokes that intense nostalgia.
"For example—a lot of this is still early days, so a lot of this is still open to change and everything—but when we look at our combat system, we’re [asking], 'what about traditional top-down Zelda-style gameplay? How can we refine that, how can we bring that forwards?
'" Like Wargroove, Chucklefish is looking to modernise rather than just borrow.
You might get a few hard knocks.""We want people to say, 'oh, this is too real.
I play this game for escapism and I feel like an awkward teenager going to school again! "I think it’s more fun when suddenly you’re caught off-guard and you thought you were living an idealised life and these characters have their own independence.""Yeah, I think that’s key," Brice adds.