Punk and Lizard Issue One | Page 15

The Wolfbrew team consists of some very experienced members. Can you tell us more?

Andrew Gilmore. A 'veteran' in the industry with over 25 years experience as an artist. Andrew has worked at Naughty Dog, Imagitek Designs, Gametek, CycloneStudios, 3DO, Ritual Entertainment and Frozen Codebase. Asa has been programming games since he's been able to play them. He's been doing it professionally for 8 years now, and has worked at Saffire, Sensory Sweep, Frozen Codebase and Rockstar Games. He was most recently credited for his work as a scripter on Grand Theft Auto V. Drew is a tattoo artist and joined recently to do the art work for Slain. Nick does all the business/publisher type things and writes stuff like this. He comes from Digerati and focuses on raising awareness of digital creation of high-quality indie titles and has recently released Letter Quest: Grimm's Journey, Joylancer, and The Sun and Moon.

Are there any pixel art games that may have influenced the characters and gameplay in Slain!?

Andrew loves Ghost ‘n Goblins, so he wanted to make a game that had the harsh platforming action of G ’n G with a more advanced combat system.

Can you tell us the brief premise of Slain!?

Bathoryn must battle his way through a doomed land packed with gruesome pixel art foes before ascending (or sometimes descending) each tower, defeating puzzles, traps and monsters alike. At the heart of each keep, he must confront a mighty overlord. Defeat it and Bathoryn’s quest continues.

How many levels are there to hack and slash through and how long does the game take to complete?

At first, we thought about 10-12 hours for a hardcore gamer to finish the journey, but now it seems to grow dramatically and it might be even more than 20 hours. There’s 7 towers to defeat, so it’s 7 big levels with tons of micro levels in every tower.

Regarding the puzzles in the game, how difficult are these to solve and do they still keep the game flowing?

It’s a puzzle battle game, and you have to pay attention to the weapon you use and its features. Smashing everything on the way might not be the case.

Which aspect of the game are you the most proud of? Art? Soundtrack? Fighting system?

It’s too hard to say. We are very proud of all Slain’s features as we put our hearts and souls into it.

How is Slain! handling on PS Vita? The pixel art should be a perfect fit on the handheld.

Slain! looks fabulous on Vita. Can’t wait for players to try it.

Can you give us a taste of some of the traps and interesting features Slain! throws at you?

Bathoryn has its magic. It’s not only a sword-crushing kind of game. You have to use all you have to survive or you die.

The soundtrack, from what we have heard, is a bone crunching one. How did you come about the music and soundtrack in the game?

We want the game to be a whole package where the player gets a metal soundtrack which suits our hero so much. It changes the whole playing experience and we are happy that we got it all together.

When can we expect to be playing Slain! on PS4 and PS Vita?

Spring 2016 on consoles. It’s PS4, Xbox and Vita at the same time.

interview

A gothic puzzle-combat platformer with gore galore? We caught

up with Wolf Brew Games to find out more.

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