[PS4Blog.net Interview] Arcade Distillery On SkullPirates | PS4Blog.net
The Arcade Distillery team is hard at work on a Kickstarter campaign for the game so I got in touch with Luc Bernard to talk a bit more about the game.
PS4Blog: Hi Luc! Good to have you back at PS4Blog.net! It’s time to get this started, so its your turn to talk about the SkullPirates Kickstarter campaign!
Where to start? Hahaha. SkullPirates is an action-RPG where you (and up to three friends, online or locally) play as undead buccaneers serving the Skull Queen, a pirate captain more interested in her public image than actual piracy. To get her out of debt to a group of loan sharks, you’ll raid the nation of Catannia, a huge island with a variety of different environments to explore and a host of quirky characters to meet (and steal from).
As you explore, you’ll find treasures to bring back to Skull Queen that are rewarded with new abilities allowing access to more of the island, along with a ton of unlockable clothing items that you can use to customize your SkullPirate. There are going to be ship battles where you’ll have to defend yourself from other pirates, a weird cult of fish people and a bunch of other stuff. It’s going to be silly fun.
PS4B: Along with physical PS4 and PS Vita copies of the game as rewards, there’s also a very limited Captain’s Edition that is currently “sold out,” so to speak. What makes this edition so special?
The Captain’s Edition of SkullPirates has a full color art book that we’re going to pack with concept art, sketches, character and environment designs and more, as well as a soundtrack CD with all of the music from the game in a collector’s box. It’s going to be a really cool package and it’s been awesome to see people get so excited for it.
PS4B: Due to the great support from backers who snagged all the Captain’s Edition copies for SkullPirates on the first day of the campaign, would you consider increasing the print run as long as backers are OK with it? Perhaps make the second batch not be numbered would be an option.
I have to admit, we were totally caught off guard by how fast the Captain’s Edition copies sold out. It’s a good problem, but we’ve wound up with a lot of people who weren’t able to get a hold of one because they were just gone, especially on Vita where the entire run sold in something like three hours. We’re currently talking about what we might be able to do.
PS4B: Considering that now that the game is funded it will be developed for PlayStation 4, Vita and Nintendo Switch, are you considering doing a physical release for the Switch version?
We’d love to do a physical release for SkullPirates on Switch at some point and we did look into it. In the end, we decided that it wasn’t going to be able to fit into our Kickstarter plans, but we’re definitely keeping it in mind for the future.
PS4B: The project is well over its main funding goal, so I was wondering if you are considering any potential stretch goals for SkullPirates or are you keeping it simple as you did for the Plague Road campaign?
There are some cool stretch goals coming soon. The most important thing to us regarding stretch goals is that anything we decide to add can’t cause a delay of the game’s release. So, we have to be careful about what we offer, but we do have a list of things I’d love to get into SkullPirates if we can get the funding to do them. Keep an eye on the campaign for an update in the next couple of days!
PS4B: And now our time is up. Once again, thank you for doing this interview. Is there something else you’d like to tell our readers?
Just that I hope they check out the SkullPirates campaign!