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Interview with Daymare: 1998 developers – Invader Studios

  • February 13, 2017
  • Mathew Falvai

Invader Studios will Kickstart their classic horror revival Daymare: 1998 on Feb. 15th of this year. The project was born after Capcom politely shut down the Italian developers’ Resident Evil 2 remake.

We interviewed Invader via email.

A9K: Salve Invader Studios!

Favorite console/game?

Invader: “Every console but also PC. We love the survival horror genre first of all ;)”

A9K: Your previous projects

Invader: “We don’t have previous projects as a group and company. But like a professionals that already have worked in the videogame industry in the past.”

A9K: How did the team get together?

Invader: “Moved from the passion for the survival horror genre (and the Resident Evil saga in particular), a group of friends and professionals decided to start their new job with a fan remake of the most important survival horror masterpiece.”

A9K: How did you decide to all work on the RE2 remake?

Invader: “To understand our real skills and to have an important worldwide resonance remaking a game that everyone were waiting since years and years”

A9K: How much time did you put into RE2 Remake?

Invader: “More than a year”

A9K: Why did you choose a shoulder camera and not fixed camera?

Invader: “Because we love the modern OTS gameplay (Resident Evil 4, Dead Space, The Evil Within), and we think that is perfect for a survival horror game. About the fixed camera we love it, but is difficult to adapt on a modern gameplay.”

A9K: How was your mood when Capcom contacted you? What was it like to meet them?

Invader: “Extremely excited! It was really incredible. A dream came true. When a major like Capcom, that made the masterpiece of your life call you for a meeting, is a magic moment for everyone, as developers and as fans.”

A9K: How did you decide to change the project into Daymare?

Invader: “When we decided to focus all our experience, feedbacks and passion in a new IP, an our IP. We worked for months on the pre-production, until the game presentation in september 2016.”

A9K: How similar/different will Daymare be to RE2 Reborn?

Invader: “Completely different. Daymare: 1998  is a true IP of our company, built from zero.”

A9K: How similar is it to RE 4 or other Survival Horror games?

Invader: “Probably is better say how much we learned from the first Resident Evil (about the mood and the atmosphere) and from games like Resident Evil 4, Dead Space and The Evil Within for the gameplay and the modern mechanics. Daymare is a mix of all we appreciated from this masterpieces, but with a new, personal vision.”

A9K: Did any specific PS1-era or older ideas not work for Daymare?

Invader: “Probably just the pre-render backgrounds and the tank control. We love these kind of old-school features, but today are really hard to implement in a modern game like Daymare: 1998. Also if… maybe the old fans will have an interesting surprise in the next few weeks.”

A9K: What modern mechanics work really well with the older style?

Invader: “In our opinion, probably what we have chosen for Daymare: 1998. The over the shoulder camera is perfect for a survival horror game, but with the right features like limited save points, few weapons and ammo, a story driven experience, frightening enemies and hard to beat and more”

A9K: If you have any info on Release date, Price, and Platform that would be great as well.

Invader: “All is TBA, but we hope to update you soon 😉

Thank you so much, guys!”

Go here to learn more and support the project.

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Mathew Falvai
Mathew Falvai

Mathew is a huge fan of Space, Strategy, and Shadowrun (Genesis version is #1). When it comes to games and films, he’d much rather experience a 10/10 classic from yesteryear than a 6/10 modern blandfest. He does feel we’re living in a gaming golden age with the power of indie developers at an all-time high, but wishes AAA publishers would take more risks. Mat believes it’s only a matter of time before the pendulum swings the other way and new ideas take their rightful place above reboots.

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