We caught up with Tribute Games following the release of Curses ‘N Chaos on the Vita, and they told us a little more about the game and their other projects.
Hey there Justin/Tribute Games! Thanks for taking the time to talk to us! For those that may not be familiar with your work, can you tell us a little about your studio and your story so far?
Hi, I’m Justin and I work at Tribute Games as an animator and game designer. I’d worked with a lot of these guys at the studio for many years before at Ubisoft. I’m a massive fan of pixel art, retro games and challenging games in general.
Congratulations on the recent launch of Curses N’ Chaos, can you give our readers a brief overview of what the game is about?
Thanks! You play as a pair of bounty hunters cursed by death looking for a way to cure themselves. They team up with a wandering alchemist who encourages them to collect items by beating up monsters in the hope of making an elixir. The action is an 2 player old-school style single screen brawler where you fight waves and waves of enemies until you reach a boss. Between levels you can do some light crafting for better items and hopefully the elixir of life.
Curses N’ Chaos supports Cross-Buy on PSN. Is there anything that makes the Vita version different from the PS4 version? (Making use of the Vita’s unique inputs/Multi-Player etc)
Nope, both versions are identical! I have to say though, it feels like a perfect fit on the Vita. We definitely made it with the Vita in mind.
How have you found developing for the PlayStation Vita? Any trials and tribulations that you have faced during the development cycle?
The game had to be completely re-coded from C# to C++ so developing the game allowed us to rework our engine and tools. Once we achieved this is it was pretty easy to port it to more devices. With regard to developing on Vita we’d all started our careers making games for GBA and DS so making a game for a handheld console again felt like a bit of a homecoming for us. 🙂 If the support is there we’d love to continue developing for the Vita!
All of your games (Wizorb, Mercenary Kings and Curses N’ Chaos) have a distinctly beautiful and colourful 8-bit aesthetic. What are your fondest memories from that particular era of gaming and what drew you towards this look for your games?
I think some of my fondest memories would be wondering into any new arcade as a kid. The mystery of not knowing what you’d find of thrilling! I always loved playing something I’d never heard of and doing your best to finish it.The trial by fire of playing a new game, especially with a friend is a treasured memory for sure. We really wanted to capture that feeling here too. It’s only similar in some surface ways to Curses ‘n Chaos but I loved Cadash. I played it so much one summer eventually me and a friend were able to finish it with 1 credit each!
Speaking of Mercenary Kings, any exclusive news or updates you can give us and our readers around how the PlayStation Vita version is coming along? I know there are a lot of gamers who are eagerly anticipating its release!
It’s our most asked question! We’re working on it. It’s a pretty complex game so it requires additional attention, but we want it to happen. Even though we now have the proof we’re able to make games for the Vita it eventually boils down to just a lot of brute force coding.
What is it about the PlayStation Vita that makes it unique to the other consoles that you develop for? Is there anything you would change about the system’s architecture to make life easier for yourself?
No, I wouldn’t really change anything. Its a great system.
Can you tell us what games on the handheld (if any) you have been playing in your spare time? What are your favourite PS Vita games? And which ones are you looking forward to?
I’m a massive fan of Monster Hunter, so I just finished playing Monster Hunter 4U. I was kind of sad that series shifted away from Sony platforms. Monster Hunter Freedom Unite on PSP might be the game I’ve clocked the most hours into, easily over 800+. Recently I was lucky enough to find a used copy of Dragon Quest III for Gameboy Color. The animations in that game are pretty staggering for such an old game.
Thank you for taking time out of your busy schedule to speak to us today. Is there anything you wish to add or say to The Vita Lounge’s audience before you go?
Thank you to all our fans for supporting us! We hope to make more games for the Vita.
This interview first appeared in Issue 6 of The Vita Lounge Magazine. Stay tuned to the magazine for more interviews soon!