Known for their ‘MacVenture’ series, Icom Simulations revolutionized the point-and-click adventure genre with games such as Deja Vu, Uninvited and Shadowgate, to name just a few. As 16-bit computer technology evolved, Icom Simulations ported their ‘MacVenture’ games to the Commodore Amiga and Atari ST with enhanced graphics and sound.
During our recent Q&A with the developer of Shadowgate, we learn that Dave Marsh and some of his colleagues from Icom Simulations work for Zojoi, and that they are the developers behind the upcoming reboot of Shadowgate.
Gamers not old enough to remember Icom Simulations will still find this Q&A interesting, as we briefly delve into Icom Simulation’s past and ask hard-hitting questions regarding Shadowgate’s development. (Also, check out the exclusive screenshots of Shadowgate at the end of this interview.)
Before we begin, PixelPerfectGaming.com would like to thank the talented developers of Zojoi for taking time from their busy schedules to conduct this Q&A with us, especially when it was so close to E3.
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PixelPerfectGaming: Before we begin, can you tell our readers about your involvement with Icom Simulations?
Zojoi: I joined ICOM Simulations in 1986 after designing Shadowgate with Dave Marsh the year prior. After that, Dave and I worked on finishing Shadowgate as well as creating a number of other ‘MacVenture’ adventure games. We then went on to port these adventure games to over ten different platforms before moving on to create sidescrollers and full motion video games.
PPG: Icom’s games were considered revolutionary when they first appeared on Macintosh. As 16-bit computers evolved, Icom released Commodore Amiga and Atari ST versions of their games with enhanced graphics and sound. Can you tell us whether Zojoi’s Shadowgate reboot will offer any improvements or will it remain faithful to the original(s)?
Zojoi: Now that we are no longer constrained by the relative small size of disks or cartridges, we are offering a ton of improvements. The audio alone is huge. Outside of the NES and GBC, we never had the opportunity in the past to do any more than a few sound effects here and there. For this version of Shadowgate, we not only offer players Hiroyuki Masuno’s original NES compositions but composer Rich Douglas has created a dynamic orchestral score based on the original compositions. Each tune contains at least 6 tracks of different instruments that we turn on and off depending on what is occurring in the game. From a graphics standpoint, we hired speed-painter Chris Cold to bring a high-res, gritty feel to the game, creating stunning rooms and locations.
PPG: Aside from the GUI, what other graphical improvements can we expect to see?
Zojoi: The original Shadowgate game didn’t really go into the storyline but was rather more of a D&D type of adventure where the focus was only on solving puzzles. Dave and I decided early on that when we would go deeper into the story and better explain why the castle is in such disrepair and who all these wizards were. This is why we wanted to re-imagine/re-boot the franchise. To tell this storyline we have added a number of cut-scenes throughout the game that bring more narrative to the game while enriching the mythos of the world of Shadowgate. The amount of animation and particle effects has really brought the locations in the castle to life.
PPG: Since older gamers are familiar with the traps and puzzles of the original game, what gameplay improvements can we expect to see in this release?
Zojoi: We decided early on that this would not be a port. We’ve done that so many times and weren’t interested in doing that again. So we went through ever room and puzzle and decided what would stay (very few), what would go (many) and what needed new puzzles or entirely new rooms (lots). The cool thing is that we were able to take familiar puzzles and turn them upside down- so that in retrospect, players will notice that some sequences may play similarly yet are presented in an entirely different way that fits in with the narrative.
PPG: Icom used a unique window system to display the graphics, text and inventory items for all its games. Judging by the screenshots, Zojoi is developing a new user interface for Shadowgate. What made you decide to develop a new interface?
Zojoi: We really walk a fine line between what fans of the original game remember and enjoy and where the industry is now. We feel that we have found the right balance that has the look that players remember but is updated for today’s high standards. To start, we believe the environments deserve to be full screen – whether you are playing in 16:9 or 4:3 mode. Windowing the UI just didn’t seem right. So we’ve broken out the Inventory into a popup and added an attached spellbook. We’ve also created a separate map, allowing players to track their progress throughout the game. Lastly, and perhaps most importantly, we made a deliberate decision early on to have the commands (Look, Take, Use, Open, etc.) on screen at all times. We felt that tiny icons that are either set in the corner, or spin up around an object, were either too obtuse or would become annoying. We’ve also added plenty of keybinds and the ability to lock the commands to make them even easier to use.
PPG: How many hours of gameplay will Shadowgate have?
Zojoi: Well that’s always a tough question in an adventure game since it’s difficult to determine how quickly someone can solve a puzzle. If it helps answer the question, there are over 65 unique rooms and nearly 100 total environments. We’ve also added three difficulty levels that change how the puzzles can be solved. For those that want additional replayability, we’ve created 45 in-game and Steam-based achievements. We’ve also added some side quests in for additional adventuring should players wish.
PPG: Since Shadowgate had a sequel (i.e. Beyond Shadowgate), will this release feature content from both games or will Beyond Shadowgate be a separate release later?
Zojoi: Something most people don’t know is that Beyond Shadowgate was pretty much completely finished using the MacVenture game engine but was shelved at the last minute when ICOM decided to move in a different direction. The company then made a deal with NEC for the TurboGrafx 16 and a different team turned the original design into an adventure side-scroller. So, to answer your question, no, Shadowgate doesn’t feature any of the design elements from Beyond Shadowgate – rather, Shadowgate has new and updated puzzles designed specifically for this release. We do have the design for Beyond Shadowgate and have started pre-production on it in hopes for a 2016 release as the follow-up to this game
PPG: Out of all the Icom games available (i.e. Deja Vu, Uninvited, etc), why did Zojoi choose Shadowgate as its first title?
Zojoi: We chose Shadowgate because it is our favorite adventure and the one that launched our careers. We also love fantasy and feel that the franchise never got its due. Plus, over the years Dave and I would spend time designing and redesigning the original game as well as new Shadowgate titles. Lastly, it’s definitely a fan favorite.
PPG: Once Shadowgate is released, do you have plans to release Deja Vu: A Nightmare Comes True, Deja Vu 2: Lost in Las Vegas and Uninvited?
Zojoi: We definitely talk about it. We hope that the Shadowgate titles are well received so that we can dive back into the other MacVentures that you mention, including The Awakening, our werewolf horror/mystery set in nineteenth century London. We simply love first-person adventure games and bringing them back to existing fans and new audiences is a dream come true!
PPG: Shadowgate is currently slated for release on PC, Mac and iOS. Are there any plans to release it on console systems?
Zojoi: We will also be putting the game out on Android tablets before looking at the game consoles. Since we are using the Unity engine, we have had a number of discussions about the PS4 and the Xbox One. So, yeah, that’s something we would love to do but right now we are concentrating on getting Shadowgate done and in the hands of our fans!
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Zojoi’s Website
Shadowgate’s Official website
Shadowgate – Exclusive Screenshots: