Old School Gamer Magazine chats with Mega Cat Studios’ Milosh, the lead developer behind the developer’s upcoming rogue RPG on the Sega Genesis, “We Got Dungeons,” who lets us know exactly why it’s a special title. Developing a retro game, using retro hardware, is no easy task, but Milosh and Mega Cat are all about preserving the good old days of the 16-Bit era.
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Old School Gamer Magazine: Who is the type of gamer this game is targeted to?
Milosh: The game draws inspiration from many places, so I feel like lots of people will find many different things to enjoy. Some may stay for the rogue-lite elements, some for the humor and story others for the tactical RPG aspects. But I feel that people that love strategy in their games will enjoy the game the most.
Old School Gamer Magazine: What’s the coolest part of this game?
Milosh: I’m not sure I could pick just one. The story elements and the writing, in general, is really funny. The art is top notch. Also one of the systems that we’re developing is the skill board for improving your characters. It’s a really unique system that I haven’t seen pretty anywhere else, which combines inventory, Tetris and point buy systems. If I really had to choose though I would say the art direction.
Old School Gamer Magazine: What does this game do differently than other modern day 16-Bit titles?
Milosh: First of all it is releasing on the Genesis, so it’s not just a pixel art game, it is a full-on new release for a retro system. Modern retro games that are released on current-gen hardware and only have the aesthetics of the 8/16 bit era, but not the technical limitations. We’re doing lots of under the hood stuff that ensures us being able to make a game that’s retro but is actually enjoyable and playable by modern gamers on a retro system.
Old School Gamer Magazine: Why do 16-bit games still matter?
Milosh: I think that as video games mature as an artistic medium we will see many different approaches and purposeful decisions about the types of games developers choose to make. There will always be the juggernaut AAA companies that push the latest and greatest technologies to their limits, but you also have games that carve their own niche in the market. That’s why I think the retro aesthetic is making a comeback, in a way, it’s inviting the player to look past the looks, fill in the details with their imagination, and pay more attention to other parts of the game.
Old School Gamer Magazine: How do you think this game would have affected the landscape if it was released back in the day?
Milosh: Oh it would’ve been something else for sure. We are pulling a lot of inspiration from modern game development and modern games, so the game would’ve been a complete game changer if it was released back in the day. On top of that, the look at feel are so strongly era-centric, I’m sure it would have been well received.
Old School Gamer Magazine: How does it feel to be a part of Mega Cat?
Milosh: Oh it really is awesome! Since we all have the shared passion for games, and more specifically we all love making video games for retro platforms, everyone I get to work with feel like people you would love to take out for a beer. There’s also this very down to earth, “homey” feeling since we’re doing our own thing. Being able to have your voice heard while still having the comforts of other competent team members to contribute is something I really enjoy.
Old School Gamer Magazine: What are your goals for this game?
Milosh: To release it. On a more serious note, I hope that it becomes one of those games that you put on at the end of a long day and just relax. No rush, no-one yelling at you, just great atmosphere, nostalgia, and humor.
Old School Gamer Magazine: How do you want this game to be remembered? Why?
Milosh: I think it will be remembered as one of the more ambitious projects of the scene, and probably the only one with D-list celebrities. We are definitely stretching what we can and should be doing on the Genesis.
Patrick Hickey Jr. is the author of the upcoming book, “The Minds Behind the Games: Interviews With Cult and Classic Video Game Developers,” from McFarland And Company. Featuring interviews with the creators of 36 popular video games–including Deus Ex, NHLPA 93, Night Trap, Mortal Kombat, Wasteland and NBA Jam–the book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming’s classic titles.