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" says Molly Carroll, community and marketing manager at Chucklefish.
"We went really deep, it’s quite scary," laughs Brice.
You might get a few hard knocks.""We want people to say, 'oh, this is too real.
I play this game for escapism and I feel like an awkward teenager going to school again! "I think it’s more fun when suddenly you’re caught off-guard and you thought you were living an idealised life and these characters have their own independence.""Yeah, I think that’s key," Brice adds.
"We’re taking that idealised heroism away from you and you’re just another awkward teenager at a school of awkward teenagers.""I think it’s worth pointing out that we’re, in general, not just out of coincidence, a young company," says Brice.
""But inside and on top of that there’s a bunch of different facets of gameplay, and I think all of those are drawn on in individual games as well," Brice continues.
As it currently stands, the game's combat will draw from 2D Zelda games.
It’s very us." When it comes to world building, Brice says the game is pretty far along.
"We have an entire game world, and in fact the entire game world minus a couple of areas is entirely explorable, and you can move around it. We know far too much about all of their personalities.""We had personality tests done for all of them!
"We know about the larger, overarching world stuff," says Brice. It’s not trying to be high fantasy, it’s not trying to tell a particularly dramatic story.