by Edgar - 06.10.06

I just had a quick interview with Eunice Chou, Business Development Manager, and Vincent Dehaut, Partner in charge of Marketing and Legal Affairs from Studio Archcraft about their game, Project Exile.
The interview after the break…

Edgar: So tell me a little bit about Archcraft.
Eunice: Well, we’re an indie studio, based in Montreal with members based in the U.S., the UK, Japan and Germany.
Edgar: Did you guys encounter any problems with all your team being apart?
Vincent: Not as much as you’d expect, actually. Just minor stuff like contracts taking forever to get mailed, that sort of stuff.
Edgar: How did Studio Archcraft get started?
Vincent: Well, it started back in 2001 or so - Me, a programmer friend and one of his artist friends decided that talking about going into game design wouldn’t get us anywhere if we didn’t start. At the time, the GBA was coming out and it seemed like it was a good opportunity for a start - up, so we began work on a game design. Anyway, we took our time to do the core design. We were still in school (I was in business school) back then, so it took a bit of time. We really started to build the game in 2003.
Edgar: What is Project Exile?
Vincent: Well, it’s pretty obvious that we were inspired by the great RPG’s of the SNES era. Final Fantasy 6, Chrono Trigger, etc. The core team was made up of hardcore RPG fans, and we thought we could do something as good or better.
Eunice: The story was written with a focus on adding meaning to the character’s lives/ordeals, adding a feeling of discovery for the player and really adding a lot of depth to the story and the world.
Vincent: And we also wanted to add a bit more strategy over Chrono Trigger’s system.
Edgar: So the game started as a GBA project, but it’s being ported over to the DS. How far were you in the game development when you decided to switch to the DS.
Vincent: Porting over to the DS is mostly a business decision - the DS obviously will be on the market for a longer duration. But it also gives us a lot of freedom design-wise.
As to how far along we were… I’m not a fan of giving meaningless figures, so I’ll put it in words instead. We were far along in development that it wasn’t an easy choice. Thankfully, our engines are extremely robust, and they won’t require that much adaptation. I’d say that it’s mostly the finishing work that remains to be done, and of course changing some data to adapt to the DS capabilities. We’re going to take the opportunity to use the DS hardware however.
Edgar: Talking about the DS capabilities, how do you intend on using the two screens, and what other features will you be using?
Vincent: Basically, we’re going to use as much of the DS hardware as possible. The two screens will definitely be used. We’re not sure what we’ll put on the touchscreen and what will go on the non-touch screen. We are planning on using the touch function on the touchscreen, but what we’ll use it for depends on how what we put on the touchscreen.
Edgar: Why make the move when the DS can easily run GBA games?
Vincent: Why make the move? That one is easy - we want to ensure our game is as nice to play as possible.
Eunice: The DS tech is interesting and the GBA is at the end of its life cycle. We had design limitations with the GBA and the DS gives us a lot more flexibility in terms of memory/screen space limitations.
Edgar: When can we expect Project Exile?
Eunice: We’re aiming to complete the game by Q1 2007 and we’re currently talking with publishers.
Vincent: But the publishing date also depends on our publishers.
Edgar: What games are you currently playing?
Eunice: Oblivion, Jade Empire, Super Mario DS, all the RPGs on the DS! (for research, of course)
Vincent: I’m mostly playing some older games on my PS2 (Baldur’s Gate: Dark Alliance 2 lately). I’m not playing that much though… perhaps two hours since E3?
Edgar: There aren’t many RPG’s on the DS yet…
Eunice: The current lack of RPG’s on the lineup is one of the reasons we really wanted to bring this game to the DS.
Edgar: Alright, Thanks for your time guys. It was nice talking to you.
Studio Archcraft Official Page
After our interview they told me that they will update their news page more often and that they will have a forum on the page over the next few days.











Wow I got Déjà Vu, these people sound exactly like the people working on western lords.
NPC - 06.10.06 9:20 pm
(not that that’s a bad thing)
NPC - 06.10.06 9:22 pm
Honestly, I like the Super Nintendo graphics. Maybe I’m just a Nintendo lapdog, but I’m sincerely more excited to see an RPG in the vein of Chrono Trigger and FF6 (as they mentioned) than one which follows in the footsteps of newer and “better” RPGs such as Untold Legends or Astonishia Story.
Give me dated Mode7 sprite graphics and cheesy battle animations; the gameplay on those old games was solid and the sprite work on them was fantastic. While it remains to be seen if the gameplay on this will be any good (Tactical Action-based RPG?), the graphics are BEAUTIFUL if you’re willing to indulge in the art style.
jobias - 06.10.06 9:29 pm
Looks fine to me
I am not knee-deep into RPG’s but they do occasionally give me some fun and I enjoy some good storylines that can tie together events well. Hope this turns out to be a great game.
(maybe someday you guys can start working with small games for download on the Wii)
PvpMan22 - 06.10.06 9:32 pm
Very poor graphics. They probably should have put it on PSP, which has better graphics and is more popular. As it is, it looks like a super nintendo game.
Jonathan - 06.10.06 9:35 pm
Heh, so you don’t like Super Nintendo? *cracks knuckles*
Joey - 06.10.06 9:43 pm
PSP, more popular? :| stop Mr. Fakeboy
Alex - 06.10.06 9:48 pm
the graphics arent poor, they obviously have some very talented pixel artists working on that game, you just suck gamecube boy. (thats right, your first console was gamecube and now youre an expert)
blahhhh - 06.10.06 9:50 pm
“Very poor graphics. They probably should have put it on PSP, which has better graphics and is more popular. As it is, it looks like a super nintendo game.
Jonathan”
Why does the comment and name remind me of this guy?
http://talkingwithjon.com/
Belmoon - 06.10.06 10:26 pm
Character illustrations seems to have just gone up on the site.
Meophist - 06.10.06 10:30 pm
Looks really promising. I can’t wait for more info. Didn’t that trailer reveal a little too much of the game’s story though?
Killer_Android - 06.11.06 3:11 am
Eh… Main character sprite is surely based on Chrono. Cliff tiles are the SoM2 cliffs. And the enemy sprites are in a completly different style than the rest. :\
Dascu - 06.11.06 3:23 am
Any RPG that offers a good story line is great by me.
Graphics aren’t everything!
BAINICK - 06.11.06 4:59 am
WTF are some of you talking about? The graphics are outstanding, just a little cramed on the GBA’s lower resolution (which works out for the better since it’s being moved to the higher resolution DS).
A resolution increase is all that really needs to be improved upon to make it look like an adequate 2d DS or PSP game. Why?
1. Because the slightly smaller GBA color palette has clearly not been a limiting issue for the art design.
2. Art Design for 2d games, in general, plays a much larger role in how appealing the graphics are than what its platform is capable of.
Crispy4004 - 06.11.06 1:52 pm
And Dascu -
Those Cliff tiles are NOT directly lifted from SOM2. Take a closer look, they’re somewhat of a mix between SOM2 and FF3’s cliffs, but not directly lifted from either. Simply put, these developers are taking heavy inspiration but are by no means being lazzy by cutting a pasting Square’s work.
Crispy4004 - 06.11.06 1:53 pm
The graphics aren’t bad, it’s just sad to see there are so many rips and edits from existing games, and some clashing art styles.
Dascu - 06.11.06 1:54 pm
RPG’s have ALWAYS duplicated eachothers styles. How many RPGs have we seen use sprites similar to the origional DW’s and FF’s? Even with 3d RPGs, there are models that look like they’d fit right at home in another similar looking RPG.
This is perhaps the first RPG to take such heavy inspiration from CT’s sprites and I don’t find a problem with it for a few reasons. First, while looking similar, it’s quite clear they’ve changed things a bit. Not much, but at least a noticable amount to not reak of exact edits. Second, an RPG with a visual style similar to the SNES RPGs is very rare in the present day. Third and most importantly, we will probably NEVER see Squarenix release another CT or FF in the same style they did with the SNES years ago. Props to these developers for keeping the style alive.
Crispy4004 - 06.11.06 2:29 pm
I’m with everyone else man. No matter how sure you are that these are rip offs of other sprites, even though a lot of the comparisons seem like quite a stretch, it’s just common sense that dictates how unlikely it is that these are copied. Floor tiles and repeated textures are not that hard to make. Any studio making a game would make these things themselves so they could get them exactly how they wanted. The time saved and from stealing someone elses textures would be minimal. And I have no idea what you’re talking about with clashing art styles. I’ve taken my fair share of arts courses, and also happen to be a visual arts major, and all I see are game sprites that go well enough together. It’s not like we’re comparing Rodin to Bernini or something like that. They’re just sprites in a game.
Michael Tucker - 06.11.06 2:29 pm
Fine, fine. I still prefer original styles though. Regardless, I have some trouble with the character portraits and the enemy sprites. For some reason, they don’t seem to fit in very well.
Storywise, doesn’t sound so impressive (yet). Gameplay looks pretty cool though. I wonder how this game will fare.
Dascu - 06.11.06 2:50 pm
interesting interview…I might actually but this game!
Mike - 06.11.06 3:51 pm
This game is looking good. I hope Studio Archcraft can find a publisher soon.
Hello Hello - 06.15.06 12:18 am
It would be cool if the game were entirely stylus based. Buttons suck.
Freako Suave - 06.18.06 5:01 pm