Shadowgate is making its way to Nintendo Switch and PlayStation 4 this year, so I got in touch with Dave Marsh from Zojoi to talk about the game’s development. Come check it out!
PS4Blog: Hi Dave! Good to have you with us today. How are you doing?
I’m good! I appreciate you taking the time to chat with me.
PS4B: You’re hard at work putting the final touches on Shadowgate for its Nintendo Switch release. How are things coming along?
It’s been a challenge for sure! As well as the Switch release, we’re launching on PlayStation 4 and Xbox One, so it’s all hands on deck at the moment.
For anyone out there who doesn’t know, Abstraction Games is handling the publishing, but the team has also had a huge impact on development, helping us refine the experience for consoles by reworking the UI, balancing the game, etc. It’s the oldest cliche in the book, but we really do think this is the definitive version of Shadowgate, because of how complete it is.
When talking specifically about the Switch version, it has been completely optimized for both handheld and console play. Your inventory, map and all the UI components all work well, and we think it feels really natural playing a game like this on the go.
We’re proud of what we’ve done, and we can’t wait to share it with the world when it launches this March!
PS4B: We got the 8-bit Adventure Anthology: Volume I on PlayStation 4 in 2017 for Halloween, so I was wondering how things are going for that potential Volume 2.
I can’t really comment on this. Even though the original Shadowgate is in the collection, Abstraction Games handles the publishing for that, so that’s largely down to what the team over there decides.
It was a great collection that was well received, but unfortunately, I can’t give any input on this.
PS4B: Any chance of getting a physical console copy release for Shadowgate?
It’s probably a bit too soon for us to start thinking about this as we need to see how the digital version resonates with fans first! As of now, it’s difficult to say, because there are so many factors and partners involved. We know the announcement was well received so with regards to a physical console edition, never say never.
If nothing else, if we gave the game a limited-run, boxed in that classic artwork, that would be pretty cool, right?
PS4B: Thanks for doing this interview. Is there something else you’d like to add before we end this one?
Thanks for your time! I look forward to seeing everyone inside the Living Castle very soon.