By Jamie Love - January 15th, 2009

The infamous Tim Rogers wrote, “A game concept should ideally fit on a bar napkin.” I sincerely wish that I had said so first. I also like to imagine that in response to that wish he’d put on an air of Oscar Wilde and assure me, “Don’t worry, you will.” And he’d be absolutely right, because the idea has percolated, and I can’t deny the simple truth of it. The most addictive gaming experiences have always flowed from titles that possess a clear-cut objective empowered by razor focused game-play. This doesn’t mean that every game must be seen as simple, but that the embellishments and developments of design should always be built upon a foundation that is.
For me, the shmup represents this idea more than any other genre. My youth was nursed by the simplicity of a core concept that involved dodge-shoot-dodge. And while new titles offer more powerful weapons and retina melting visuals, that foundation of game-play is what keeps me coming back for more.
Evasive Space first caught my attention with visual flare. The game’s vibrant backgrounds are immediately striking, the remembrance of colour returning like a long forgotten dream. Add a layered design aesthetic that whispers nostalgic memories of the genre the game emerges from, and you had me at “hello.” But Evasive Space also eliminates half of the equation as a game focused on the concept of avoidance – ripping the bar napkin in two.
We had several questions about the decisions that led to Evasive Space’s game-play, as well as the potential difficulties of developing such a title for the Wii’s control scheme. Fortunately for us, Keith Hladik, Associate Producer at High Voltage Software, was more than willing to offer some answers.
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Posted in Interviews, Previews, Wii, WiiWare | 5 Comments »