Cubed3’s Mike Mason, Reviews Editor, and Adam Riley, Senior Editor: What inspired the concept of Reflection?
Hersh Choksi, Producer at Intrinsic Games: We wanted to take an established genre and add our twist to it; during a day of brainstorming, the idea of playing a platformer while controlling two characters was born. Various games and movies helped shape the development of Reflection, such as Mirror’s Edge for the fluidity in the character’s movement and thematic elements from the film Perfect Blue.
Cubed3: What was the reaction like when you realised the similarity of the concept to Chronos Twin?
HC: Development for Reflection had first begun back in the spring semester of 2008; we tried searching for other games that employed a similar mechanic, but to no avail, so we thought we had a unique concept. Then, sometime in November, a website had a write up on some of the IGF Mobile entries, and had a blurb on Reflection. Here’s pretty much what the reaction was that day:
“Hey man, look, we got a mention on a website! They say it reminds them of...Chronos Twin?”
“What’s that?”
*searches Chronos Twin information*
“Oh boy...”
There was initially some disappointment, but at the same time, it also inspired us to work harder and try to create a better game.
Cubed3: From what you know of Chronos Twin, do you feel that your approach will deal with some of that game’s faults - the extreme difficulty afforded by being combat-focused and a lack of checkpoints, for example?
HC: Absolutely. Although Chronos Twin was never released in the United States, we did make sure to read through the reviews and comments about the game to see what the reaction was and where we could improve. Even without looking into Chronos Twin’s faults, though, the mindset of the designers had been to create a game that balanced between accessibility and challenge.
Cubed3: Was the puzzle-based approach taken from the very start?
HC: Yes, it was. Because you control two characters at the same time, it’s a different experience and different mindset than the typical platforming games, and we felt that the puzzle based approach would work best for this mechanic and gameplay.
Cubed3: Do you think the comparison to Chronos Twin will have any effect on the game's long-term success (either positive or negative)?
HC: It’s difficult to say; I think there will continue to be comparisons drawn between the two games, but there are also a number of differences between the two titles.
Cubed3: The storyline is told through collectable journals. Is the story integral to Reflection, or is it presented in this way so that players can choose whether they want the game to tell a story or if they just want the core gameplay experience?
HC: Both. The majority of the back-story, which explains the mirror’s origins and introduces players to the world of Reflection, is told through journal entries that the player can collect. The main storyline, about Kirra and her mission to retrieve this mirror, is told through cut-scenes and dialogue. We’ve structured it so that players who want to just speed through the game can do so (we included a Time Trial mode for you guys), and players who enjoy collecting the journals and will discover a tale of ambition, war, and corruption.
Cubed3: What sort of aspects could not be included in the final DSiWare product?
HC: We had originally planned to have it as a retail product, before the DSiWare platform had been announced. As such, the original scope was much larger, including more story, additional mechanics - we even were looking into creating a level editor, but even back then that was a stretch goal.
Cubed3: Were elements removed mainly due to time constraints or the file size restrictions put in place by Nintendo?
HC: Time constraints, more than anything else. Reflection is a completely student built game, so we were developing the game while attending classes, studying for tests, etc; so we had to scope it to something manageable and feasible for us.
Cubed3: How did Konami get involved with Reflection?
HC: We were fortunate enough at our school, the University of Southern California (USC), to have a professor who was also working at Konami. We showed him the concept, and he really championed the project and helped us bring it over to Konami.
Cubed3: Was the game already nearly completed at that time?
HC: Not yet; we had decided to restart development of the game in the spring semester of 2009 after receiving a lot of great feedback from play-tests and input from colleagues and advisors. We were about 1 month into production on this new version when we started working with Konami.
Cubed3: What sort of feedback and changes were requested by Konami, and were there some aspects you simply refused to change?
HC: Konami was for the most part very hands-off with the development, allowing us to create the game as we had planned out.
Cubed3: Given how positive the press coverage of Reflection has been so far, you must be hoping this carries across successfully to the consumer. Can you give even a rough idea of how well it would have to sell to at least break even?
HC: We’ve really been fortunate to have had the opportunity to showcase Reflection at major conferences like GDC and E3 as well as the Nintendo Media Summit, and the reactions from people who play it have been really amazing. I’m not at liberty to disclose numbers unfortunately, but we really do hope that players will get a chance to download and check out the game, and tell their friends about it as well!
Cubed3: Presumably there is a sufficient supply of extra ideas stored up for a sequel or two, yes? Would you consider unleashing Kirra's adventure at retail eventually?
HC: Of course! We’d love to dive back in and expand on the franchise, either on DSiWare or retail; we’re hoping it does well enough to warrant a sequel or release in either avenue.
Cubed3: With the idea behind Reflection being innovative in itself, would you be confident enough to sit back on that alone, or would your team think about making clever use of the various DS functions for a second game?
HC: Our goal would be the same as it was with Reflection: to create a great, fun game. We’d build upon and expand the mechanics already present, and we would brainstorm and prototype new mechanics as well. The DSi really is a neat device and I hope we can continue to innovate with it.
Cubed3: Finally, are there any other DSiWare games that stand out for you?
HC: There are quite a few great games available, and more releasing each week. Personally, I have been enjoying various Art Style games and Bomberman Blitz, although I have a tendency to blow myself up each round.