[PS4Blog.net Interview] Dreams Uncorporated On Cris Tales | PS4Blog.net
We’ll be working on a review for Cris Tales, so I got in touch with Dreams Uncorporated to talk a bit about the game and its development. Come check it out!
PS4Blog: Good morning! Thank you for joining us today for this interview. Could you please help us get this started by introducing yourself to our readers?
Hello, I’m Carlos Rocha Silva, CEO of Dreams Uncorporated and part of SYCK as well. We’re a studio with a heavy focus on innovative gameplay and unique graphics, and hope bring a lot of that with each game we create!
PS4B: Cris Tales is on its way to PlayStation 4 and Nintendo Switch. How would you describe the game to someone who’s not heard about it before?
I’d say it’s a love letter to the old and classic JRPGs, with an element unique to its mechanics, which is the ability to see past, present, and future at the same time. It’s something new and something old for both nostalgic players and newcomers to the genre alike. We really hope to strike a balance that allows people of all ages to enjoy this story, and make the mechanic as strategic and interesting as possible to allow you to experiment with a lot of the possibilities that we’re giving people, both during the exploration part of the game, as with the combat.
PS4B: Could you please elaborate a bit more on how Cris Tales has you playing through the past, present, and future at the same time?
Of course! Although it is a bit difficult without an image to support it, so hopefully people are trying the demo or at least watching a video after reading this! What we did, is divide the screen in three, but it’s not that we show something different, we show the same place, the same people, just with a “filter” if you will, that shows how that person or how that place looked a bunch of years in the past, same thing with the future, it’s a how things have evolved, so what we have been trying to do is to follow the main theme of the game: “Learn from the past, act in the present, create your future.”
PS4B: How long have you been working on the game? Have there been any particular hurdles or challenges you’ve had to overcome?
There have actually been quite a few! The game is really difficult to make from a production perspective. We have to make the game several times while maintaining a sense to it all from a narrative perspective – it’s quite a challenge.
We practically have to redraw enemies and places at least three times, and more with the possible changes to the stories. Also, there’s a pandemic, so that doesn’t help either. So all in all, I’d say we’ve been working on the game for almost two years, but it’s been almost four years since its original inception as just an idea that was maturing over time.
PS4B: I’m loving the game’s art style and animations. How did you arrive at this particular plan for the game’s look?
As the art director Sebastian Villareal has said, he was looking to create his own unique style. The main inspiration was the question: “How would a Disney princess look if she was born in Colombia?” The art style in Cris Tales was the answer he gave. There are, of course, other inspirations, such as anime and manga, but also heavy influences like Gendy Tartakovski and several other artists. Another thing we’re adding is the use of traditionally animated sprites, which are so much more difficult to create. But it looks beautiful.
PS4B: And that’s all the time we have for today. Is there something else you’d like to add before we go?
We’re very grateful for this chance to be able to show the game to players of RPGs because it’s definitely the game we would love to play as well.
Also, there’s a lot of our Colombian heritage in the game, so the way the people dress and a lot of the towns and places are inspired by real-life counterparts, and hopefully, a lot of people will investigate and see the wonders of our country. For example, Matias is based on a real frog from Colombia, which is the second most poisonous frog in the world!