Realtech VR Talks About Making Quantum Revenge

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How important is the story element of the game?

We are a really small team of 3. In the early version of the game we had lot of cutscenes, but we decided to not include them in the final version and focus our resources on pure arcade action.

What were your team’s main influences when developing Quantum Revenge?

The game pays homage to Japanese anime of our childhood.

We took inspiration from classics such as UFO Grendizer, Macross, and the Gundam series. We think there were almost no games using anime and mecha in the Western market despite movies like Pacific Rim and Iron Man.

Why did you make the game – what were the main reasons you felt it needed to be         created?

After working on our beat-em-up – Brotherhood of Violence – and the Tomb Raider mobile port, we decided to go back to the shooter genre.

We originally started Quantum revenge as a sequel to our 2013 shooter Kosmik Revenge, which used a more pixelated style arcade shooter. [and which you can read more about here]

But while developing the game we found out the “anime” look was quite cool and we decided to fully commit to it, especially since the ‘old school’ pixelated look is very popular, we wanted something different, more cartoonish.

Which part of the game are you personally the most proud of and why?

The overall look of the game, it’s our tribute to our childhood.

And I would say the intro cutscene. It was mostly made in a week working days and nights like crazy just before we submitted the game.

How important are the music/sound effects in the game, and what was the process when deciding what type of audio worked best for the game?

Beside the intro sequences, all the music tracks (more than 20) and sound effects were created for the game by Goldchimes (www.goldchimes.com). He made the soundtrack from No Gravity ( www.nogravitygame.com ) and he’s an active ‘french’ lounge musician, he made some soundtrack in the movie ‘Time Lapse’ for example.

In this type of game Music and sound effects help to create an extra layer of excitement to the gameplay. So yeah it was quite important to have the right mix of boom boom from the music and the game’s sound effects.

For the intro, we used a more ‘rock’ music approach which is popular for the anime and manga style.

Do you have anything planned in terms of future updates for the game, and if so, can you give us any details of what these might include?

First we are going to listen to fan comments and update the game for the coming months.

In a second stage we could release a 2nd story mission. Also we offer iMessage stickers and each update we will add more stickers for you.

 

Right then. To wrap it all up, here is a sneak preview of some of the new additions coming in version 1.1, featuring the new plasma laser drones, and a new weapon type dubbed by the studio as “toothpaste”. Interesting.

Check it out:

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