León: I think that I liked more the idea of Tenchu than the game itself. What about Tenchu motivated you to create a sort of spiritual successor? The series has lain dormant for many years. That's when the idea of an assassin that uses shadows to kill came to us.Īlthough you list many inspirations for Aragami, you've pointed to Tenchu as a major influence. We played around with different ideas, like an adventure game taking place on an island, a dungeon building strategy game and other stuff, but I kept looking for something more catchy, a killer feature that could be sold just by spelling it out. The objective of our Masters Degree was to make a full game-or at least a vertical slice-in less than a year. We found out that we worked quite well together, had the same ambitions and the passion to go on and fund a new company.ĭid all three of you like the idea of creating a stealth game? We weren't close or anything, but we had time to know each other a bit better. I met Álvaro Muñoz and Eduard Soler my computer science degree. That's where I met my two partners at Lince Works and created Path of Shadows, a student prototype which would become Aragami around three years later. León: Besides that first little game on Android, I created the first Minecraft guide on Android-which probably paid almost all my college tuition thanks, Notch!-and after a while I entered a Master's Degree in Game Creation. How did you meet your fellow Lince Works co-founders, and what projects set the stage for Aragami? I guess I've always had fixation with ninjas. During my first year at college I learned some programming, got an Android phone, and started working with a friend on a platforming game named Hyperactive Ninja. In any case, I didn't do anything related to game development until college. I've always had a PC at home, and I remember playing Prince of Persia and Prehistorik on MS-DOS long before I got my first console, a Game Gear. What led to your interest in making games?ĭavid León, co-founder of Lince Works: As many other developers before me, I grew up playing videogames. I reviewed Aragami and quite enjoyed it, and followed up with co-founder David Leon to learn more about the design decisions that went into crafting the game. The rub is that you're just as vulnerable to their light-based attacks, and skulking outside of shadows drains your energy meter, preventing you from fighting back. Their game casts you as a shadow creature able to teleport through dark patches and put down enemies in a single hit. Many of the genre's biggest names have abandoned true-blue stealth mechanics in favor of run-and-gun action.Įnter Aragami, a pure hide-and-sneak title made by the Barcelona-based Lince Works indie studio. Stealth games have gone the way of the dinosaur.
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