Jake Kazdal, CEO and creative director of 17-Bit, has an image problem. At first glance, Galak-Z is the latest in a long line of indie homages, another earnest love letter to a bygone era of pop and videogame culture. Screenshots portray a game in thrall to arcade shooters and anime. But while Kazdal grew up playing Asteroids and R-Type, and watching Robotech and Space Battleship Yamato, Galak-Z is no mere homage. He acknowledges his influences, but instead of a list of 2D shooters, he speaks of Far Cry 3, Halo and GTA, and of tactical space combat powered by advanced AI and physics. The problem is, you can’t sell mechanics with screenshots.
“It’s been a very difficult message for us,” he says. “This is going to be one of our biggest challenges, especially as we move into the heavy marketing phase – how to sell this. It’s not something that you’ve played before, and it’s not what it looks like. People just think it’s some twin-stick shooter, and it’s not.”
It really isn’t. Spin the left analogue stick and your craft rotates on the spot. Press Cross and you fire lasers in the direction you’re facing. Hold Circle and you can lock on to multiple enemies at once, loosing off a volley of homing missiles when you release the button. Shoulder buttons handle acceleration: R1 for forward thrusters, L1 for reverse and R2 to boost.
Galak-Z’s PS4 release is still a year away, and the PC version will follow later, but the game already feels remarkably complete, at least mechanically. Much remains to be done – when we speak, Kazdal and team have just begun work on procedural generation. Still, Galak-Z seems set to do for the 2D shooter what 17-Bit’s Skulls Of The Shogun did for turn-based strategy: take a beloved genre and bring it up to modern standards.
“This is our entire creed,” Kazdal says. “I don’t want to play any more 8bit, retro-looking platformers. I played enough of those in the ’80s. I don’t want to play another bullet-hell shooter. I’ve played a thousand of those. There’s no reason you shouldn’t take advantage of the modern stuff we have that makes development much faster and easier. We can do so much more now with so much less than was required back then.”
http://www.edge-online.com/features/galak-z-17-bits-transformation-of-the-2d-shooter-demands-a-closer-look/