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WorkJam: Most games push for the "fun" of touching the screen, and we wanted to approach the design from a different angle: one of fear. We wanted players to be afraid to touch anything, but know they have to anyway; and we felt the Touch Screen on the Nintendo DS matched it very well. As a result, we were able to successfully express the world of theresia in this game, especially in terms of its characteristics and background.
AR: The game was quite a low-key release in Japan, but how has it performed in the US since launch - is it on target to meet expectations? And how it is performing compared to other Aksys DS releases, like Hoshigami and Jake Hunter?
Michael Manzanares, Associate Producer, Aksys Games: It's definitely on track with our expectations. We manufactured just enough product of what we thought we would sell, and we're close to being out of stock. As for comparing theresia to our other DS titles, the answer isn't as clear cut since there are many factors to consider, like the current economy, the genre, or the price point, but in general, theresia is a consistent seller thanks to word-of-mouth.
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AR: Can you explain the decision to take such a 'classic' approach for the gameplay rather than something more traditional? Was there ever any worry that this may deter the casual audience of the DS from trying the game?
WJ: We wanted to pursue the simplest form of controls by getting rid of complicated mechanics and button schemes, letting any type of player be fully immersed in the game's sense of solitude and fear. To maximize our main concept, we wanted players to focus mainly on two things: observe and act.
AR: What is the game about in general - can you briefly talk about its story and setting?
MM: I'll try not to give away too much for people who haven't played theresia yet, but the game takes place in the 40s in a time of war, and you play a teenage girl who wakes up in an underground facility laden with traps and rotting corpses. It's a journey to escape in one piece while gathering the fragments of her lost memory.
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AR: What sort of puzzles should gamers be looking out for? Will fans of something like Hotel Dusk be able to enjoy theresia?
MM: The puzzles are very reminiscent of most adventure games (i.e. find an item to unlock a door, etc.), but they involve more thought than just random clicking. In theresia, you have to be careful of what you do and what you touch, because if you do something stupid, the character gets hurt. And yes, we think fans of Hotel Dusk will enjoy theresia.
AR: What sort of issues were there when it came to translating theresia for the US market? Did anything need to be removed / changed and was new content added at all?
MM: Not much really, unless you're interested in hearing about impossibly tight deadlines frustrating setbacks, and long nights *laughs*. Content-wise, nothing was changed from the Japanese release, but we did make some changes to terms to make them more grounded in reality and some names to sound more natural, given the European back-story.
AR: Was there any worry that the theme of the game, plus some of the violent content would cause it to be rated strongly by the ESRB?
MM: No, not really. We knew from the beginning that it was going to get that M Rating.
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AR: How long on average should it take to complete the game, and what incentive is there for gamers to go back to it once the final credits show?
MM: You'll probably clock in about 30 hours on the first story, and another 10 for the second. For additional runs, you'll catch quite a few references you wouldn't have understood before, now that you've seen the plot (and diary entries). There's also more than one way to solve some puzzles in the game.
AR: Did you ever consider including any sort of multiplayer content or even Wi-Fi features such as downloadable extras? (If not, please explain why)
WJ: We wanted to emphasize the loneliness and solitude you feel in the game, so multiplayer modes weren't considered from the beginning. But if we get to do a sequel for theresia, we might consider adding some features in which more than one player can enjoy the game simultaneously.
AR: Will we be seeing more thriller games like on the DS in the future (for example 'theresia 2') and will you be considering making a full Wii version to make use of the Wii's point and click controls?
WJ: The possibility of a sequel will be up to the evaluation and feedback of the first one. We're very interested in using the input device on the Wii, and we believe we can come up with interesting ideas combining the concept of theresia and the Wii Remote. We'd love to pursue this idea if we have a chance.
AR: How do you think theresia compares to similarly-themed DS thrillers, like Renegade Kid's Dementium: The Ward and Square Enix's Nanashi no Game? And what else can you say about the game to convince those still unsure of making the purchase?
MM: None of us here have played either of those games yet, so we we're not sure how they compare, but I will say that theresia is a classic adventure game done in a horror style with actual elements of danger (traps are sprung for incorrect puzzle solving, etc.), along with a mature story that is as disturbing as it is enticing. If that sounds like your thing, I totally recommend checking it out.
AR: Are plans in place for a distributor such as 505 Games or Rising Star to bring theresia DS over to Europe in 2009?
WJ: If we get a positive feedback on the U.S. version, we'd love to develop the game world-wide.
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AR: Finally, what are your thoughts on supporting both the WiiWare and DSWare services?
MM: We absolutely love the services. We have quite a few unannounced titles for WiiWare, and we're looking forward to Nintendo's new DSWare. We can't wait to get our hands on it.