What other improvements were made?
PC: Accessibility was brought up to current standards, as was the level design that would seem rather punishing through today's lenses if we had kept it exactly as it was. All in all, though, we're extremely happy with the result. We feel we were able to keep Flashback's soul and put it into a new body.
What team at VectorCell has been working on the game? Did they take part in the development of the original game?
PC: We're a team of fifteen and five of the lead were part of the original project. To that you have to add externals that came in to work on various specialised domains, such as film direction, sound design, music, dialogues and scenario.
What is the nature of your collaboration with Ubisoft?
PC: We started the project alone for a time, and then we presented it to Ubisoft who agreed to publish it. We're extremely happy to work with them and benefit from their enormous experience. We worked together with the editorial teams at Ubisoft in order to fine tune and improve the game. They helped us out immensely with a wide-angle perspective. It's always hard to take a step back when you've got your nose to the grindstone.
What platforms will the game release on?
PC: The game will be available on Xbox Live Arcade and PlayStation Network, and will be released in 2013.
Ultimately, what is your goal when remaking Flashback? And what do you want the players to take with them when they finish the game?
PC: I hope players will play this Flashback with the same enthusiasm they did twenty years ago. We stumbled upon gameplay back then that is truly special and provides a unique game experience. All we've tried to do in this version is give the game a new body that meets the expectations of the 21st century. We think we've protected its soul along the way, and that's what we want people to be able to share with the old generations and the new.
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