Gunhouse | PS4Blog.net
We’re currently playing Gunhouse on Nintendo Switch for our review, so we got in touch with Necrosoft Games to talk about the game’s development for Nintendo’s hybrid console.
PS4Blog: Hi! Thank you for joining us today. Could you please get us started by telling our readers a bit about yourself and your work?
I’m Brandon Sheffield, creative director at Necrosoft Games. I started out in the industry as a journalist, way back in… 1999 or so! I got to see some prime E3s, I will tell you what! I started working in games in 2005, mostly doing writing in games, from original stuff, like Barnyard Blast (if you remember that one!) to naturalization, like on Sine Mora, which just came out on Switch as Sine Mora EX (I also did some minor design rebalancing for that game).
I started up my own company in 2012, and Gunhouse was actually our first game released, though it took us a year and a half to do it. It came out first on PlayStation Mobile in 2014, on the PlayStation Vita. It did okay, but we kept having things we wanted to fix here and there, so we just kept working on it and releasing new versions until we reached the Switch and Vita native versions, which are out now. We’ve added just tons of stuff since then, which is gratifying but, hopefully, it pays off! Ha ha ha.
As for Necrosoft, we basically make the games we want to play. My favorite consoles are the PC Engine/Turbografx, the Neo Geo, and the Saturn. I’d say we draw alternately from those vibes depending on which game we’re doing, but we’re never trying to make throwbacks. We’re trying to basically say: If we were to make a goofy puzzle game on the PC Engine right now, what would that game look like? That’s kind of Gunhouse. If we were trying to make a Neo Geo game with modern sensibilities, that’d be our upcoming game Gunsport. If we were to make a modern Saturn game… well, that one’s a secret.