
Hindsight’s 20/20 and I really do wish that we would have kept it quiet longer, but such is life.” “Total randomness doesn’t feel good, or even feel random. There was a lot of exploration of systems and exploration of the aesthetics and exploration of what the overall experience is, and that took us a lot longer than we had ever anticipated. “Then you sit down and you start playing what you think is months away from a finished version and you start listing out all the things you want to do with the game. “We were pretty certain that we had a plan that was going to get the game out that summer,” Vella said. It was a big blow to fans, and a surprising move given how bullish the team had seemed just months earlier. “From the very beginning, Below has been our most ambitious undertaking, and we’re just not quite done excavating its depths, or polishing all of its facets,” the studio said. In a cryptic blog post on the studio’s website in August 2016, the team said it wouldn’t be hitting its new target and would be going dark instead. Still, the studio announced Below was on track to release that summer. “The game was like 100 times bigger and more complex than we anticipated,” he told Engadget at the time. Below made the rounds at conventions in 2014 with a release planned for 2015, but that never happened.Īt the Game Developers Conference in March 2016, Piotrowski admitted that putting the finishing touches on the game was easier said than done. Indie Game: The Movie, documenting the development of Super Meat Boy and Fez, had come out a year earlier, and Below looked like it would be part of the next batch of indie darlings, exuding the feel of Limbo but with swords. That pressure started after Below was announced at Microsoft’s E3 2013 showcase. We feel a shit ton of pressure but it’s weirdly good pressure, like people really want the game.” “We’re confident in our ability to put it out this year.

#SPYPARTY CONNECTING FOREVER FULL#
He was talking about Below, an action adventure game where you explore a mysterious island full of tunnels and the dangers that lurk within, which Vella and his company have been developing since 2012.

“I’m super proud of how how little the vision of the game has changed and the core ideas that Kris, our creative director and game director pitched,” said Nathan Vella, Capybara’s president and co-founder, during a phone interview with Kotaku.
#SPYPARTY CONNECTING FOREVER SERIAL#
Both games outgrew their original scope, and while serial delays can occasionally signal fatal flaws (see: Duke Nukem Forever), with these two games the developers say it was about taking the time to get things right. It turns out neither game was near being complete at the time, which is why, four years later, both are being shown off at PAX East again this week with the goal of coming out by the end of 2018.īoth Chasm and Below have similar subject matter – fighting monsters in dark, underground places – and have encountered familiar obstacles on their journeys to release. Even the ambiance was there, brooding and threatening in Below‘s case and vibrantly retro in Chasm‘s. Both demos left me enthralled and, as demos sometimes do, seemed indicative of games well on their way to being complete.

The first time I saw both games was at PAX East in April 2014. It’s been a long road for both games, but one their designers say was worth taking.

Below got similar news last month when its developers announced that the long-awaited roguelike would be out before the end of the year. Earlier this week, Chasm, the years-in-development action-adventure platformer inspired by games like Super Castlevania IV, finally got a release window of summer 2018.
