Kotaku solemnly declared Forgotten Shores " even more best ".Ī few days later the App Store refreshed and we were extremely happy to see a coveted big banner for our expansion. Andrew Webster at The Verge agreed "The penultimate chapter might just the best video game level I've played all year". PocketGamer gave Forgotten Shores 9/10 and their Gold Award, noting 'this game has a better "gasps per minute" record than pretty much anything else on mobile'.Īt TechCrunch, Darrell Etherington wrote that the new chapters were "like delicate gifts artfully wrapped", singling out The Oubliette as "one of my best-ever experiences in gaming in terms of pure satisfaction". We could do different mechanics, or something more complicated.On launch day, Touch Arcade posted a rare review of an update, awarding us 5 stars. That's my biggest ambition as a marketing person. We are creating a universe for this game, so in my biggest dream, we have this game, Close to the Sun, being a nice hit on the market and then we can explore this universe a bit more. We'll keep things quiet because we believe that we are able to show something cool at the right time.įor me, my biggest ambition would be to have this game be the first part in a trilogy. Now we are hard at work on delivering a game that'll be satisfying on quality and everything. Gamescom was just a glimpse, the first announcement. By now, we want to keep things quiet because we want to reach the right quality point so we can share with people what we are working on. We were surprised and satisfied about how people became interested in our game and said they wanted to see more of it. We met tonnes of publishers and journalists. We got covered by IGN and we were of course thrilled and so happy about it. We showed we can deliver a strong image of our game. It was really nice, we had tonnes of views on our video and loads of people were saying it looks like BioShock, but other people were saying we didn't show much of the game and that people should give us time. From your end, what's the reception been like? We want to have our own identity to our own game. There are tonnes of stories with this kind of archetypes, so it's easy to maybe be mistaken for one of them. This steampunk theme can be reminiscent of BioShock, but it's something we want to bring out on our own. Rose is called Rose because of Rosaline, one of our scientists, but we were thinking about Titanic. We love BioShock, but we never talked about BioShock creating and building this. The game has a similar art deco theme to BioShock, while the notion of a dystopian city filled with talented, but uninhibited, people is rather similar to Irrational's title. There's no restriction, not even morale ones, and that's a problem. It's what our Tesla is creating here - an environment where all the biggest minds from the world are gathered and they are free. We wanted to go into fringe science and what the human mind can reach if it is set in a specific environment with no specific limits. We wanted to explore the human mind, which most of the time is scarier than anything. When you think of Tesla you think of electricity, you think of science, and we wanted to get into that. It's an era that used to be more interesting. We thought this was an interesting idea that was worth exploring further. You always need to find some excuse to justify why you can't go to other environments - here it's because you're surrounded by ocean. We had the chance to create a big environment, but one that's also in the middle of nowhere. We wanted to get away from the classical haunted house, haunted mansion and stuff like that. We'd have this dystopian, Victorian age, and it would be a lot of fun. so we thought we'd give a new perspective. Our boss Carlo is a big fan of horror games and movies, we caught up and were all throwing ideas around. So, what was the idea behind Close to the Sun? We caught up with PR and marketing manager Eleonora Lucheroni to find out more. This horror game certainly drew a lot of attention for the Rome-based studio. At Gamescom last year, Italian developer Storm in a Teacup announced its next big project, Close to the Sun.
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