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MEMORIES Game Block Out

Updated: Oct 14, 2020



Dissident Interactive has been hard at work on project MEMORIES for the past year. As the project matured, we were able to bolster and refine our core ideas. Shaping them from a general design into something distinct and personal. Yet, these changes were not easy, and not without loss.


- First, MEMORIES shifted from its forest setting to focus on the prologue of Beirut and the dense underworld of machinery below its surface. We found there was too much to say about our character's homeland and her decision to leave it behind for Quebec.


- Second, we determined it was best to sideline our combat mechanics. It became clear we had to make a choice about where to focus our time. Although, combat still has a place in MEMORIES. We plan to revisit the mechanic in future installments of MEMORIES. Many of these changes were difficult but ultimately necessary for MEMORIES to progress. At Dissident, our goal is to craft a fun and innovative experience with the budget at hand. What is essential for our production is keeping the team as small as possible in order to stretch our budgets for more time. Giving us the time to refine what is essential and plausible for the project to achieve.


The team agreed to reduce the game scope and avoid a product that tried to do too much and mastered too little. We focused on refining a small set of mechanics and creating a fun and polished experience. These mechanics include platforming/climbing, massive vertical spaces, moving/transforming levels, and a strong narrative.


Dissident aims for MEMORIES to be a solid first entry. It will leave players satisfied and allow us to grow as a company. It will hint towards a possible future for the series, one that will revisit combat. However, for the time being, Dissident will have to build a strong foundation in order to establish MEMORIES as a franchise.


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