How the team behind Reus 2 nurtured a studio and IP back to life
In today's edition, we have an interview with the creators of Reus 2, plus plenty of news featuring the likes of Capcom, Humble Games, and more.
Abbey Games' Adriaan Jansen discusses how this sequel was born from the studio reaching its lowest point and the design constraints and technical limitations they worked through to get it out the door.
I think the answer depends on whom you ask at Abbey Games. Personally, as the person mainly responsible for the game design, I knew Reus could be so much more. I'm not a "dream game" builder. I just want to see games come alive as the best versions of themselves possible. I'm extremely proud of the result in that regard.
In the team as whole, there were also other powers at play. When we started preproduction of Reus 2, Abbey Games was probably at its lowest point ever. We lost 75% of our team. It was a way for us to regain confidence. We looked at each other and went: "We must be able to do this, right?... right?!" The power of the IP was also an important factor, given that over the decade, more than a million people have bought Reus. That was something we could build on.
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