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Have questions that only the devs can answer? Join the team behind STASIS for a special Q&A session!

Chris and Nic Bischoff from The Brotherhood, the two-person team behind the game, are here to answer all your pressing questions about their title from 6 to 8pm GMT.

Comment in the thread below to ask all about the title, the game-developing duo’s life behind game development, and their inspirations in creating what is thought to be a journey back into Fallout’s vaults, Sanitarium’s halls, and Planescape: Torment’s ambience.

Before you do, we’ve put together some ground rules for this Q&A to work as smoothly as possible:

1. Not all questions might get answered during the Q&A. This means your specific question might go unnoticed or unanswered, but feel free to read along anyway and hang out with us - it’s gonna be fun anyway!
2. Be nice. This means no abuse, harassment, name-calling and the like.
3. Don’t spam or take over the thread to go off-topic. This will help us all keep track of incoming questions and help you get the most out of this event - and keep our guests involved!
4. Try to look through some recent questions before asking a new one. If the Q&A has been going on for a while, it’s likely your question has already been addressed.
5. Try to keep it about Rampart. Just kidding, we’re sure the devs have lots of subjects aside from STASIS that they’d love to have a chat about with you guys!

Let’s get this show on the road!
Post edited September 01, 2015 by GOG.com
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GOG.com: Try to keep it about Rampart. Just kidding, we’re sure the devs have lots of subjects aside from Victor Vran that they’d love to have a chat about with you guys!
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Jinxtah: While I had a good laugh about the Rampart thing, you should probably change that Victor Vran to Stasis. Or maybe the devs are more interested in talking about another developers game than their own? :D

*edit* Unless that's a joke within a joke within a joke. It's a jokeception. My god, WHAT HAVE YOU DONE */edit*
It WAS a jokeception. But since there'd be a chance that not everyone would have been following our previous Q&As (almost impossible, we know, but still)... We changed it to STASIS, at least here on the forums.
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Hicks233: Just a quick and simple question from a backer.

For successfully releasing a title that both hit its targets and exceeded them would you like to have your heads patted or bellies rubbed for the wonderful work you've done?

Congrats on the release!
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THEBROTHERHOOD: You have to do it at the same time, there are two of us :)
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justMaku: Alright, so I guess it's practically tradition that I'm one of the first in these Q&As, so let's go:

It's gonna be a big topic: inspiration.

I keep hearing about how the game has drawn from Planescape Torment, and from Fallout, and from Sanitarium, and it's basically the best of many various horror games stuck in space.

This raises a few questions for me:

1) Are these people just madly interpreting your creation in ways you didn't intend (and turning it into clickbait), or did you actually get inspired by those games?

2) What other games inspired you?

3) What added value, apart from good mixing of various inspirations, did you put into the game (basically: what makes it unique and worth playing, if it's so heavily inspired by games I already may have on my shelf)?
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THEBROTHERHOOD: 1) STASIS was inspired by the games you mentioned and many others that we grew up playing. We tried to bring a little bit of each of them - or rather - how we remembered them playing. The obvious visual aspect of each was Isometric which has always been a love for both of us.

2) I would say that DEAD SPACE really changed the way I played and saw games. BIOSHOCK, FALLOUT (of course), THE DIGG, THE LAST OF US and many more. We loved the classic adventure games and we wanted to bring a modern twist to the aged genre.

3) We tried to incorporate modern game design and story telling techniques (like the LAST OF US) and logical puzzle design into a age old medium of Point and Click.
Can I butt in with a question? I'm wondering why so many developers these days seem to go for classic/retro/isometric games rather than realism. Is it because 3D art has moved so far along that expectations are so high, it's hard to reach them within a reasonable indie budget, or because the whole idea of indie gaming is people who love games kind-of recreating their childhood in the modern era?
Hey, I've got one too!

The moment I saw pre-release footage and screenshots of the game, I immediately thought "Sanitarium" (and a few other late 90's classics) - and judging by the reception, I'm not the only one.

You guys managed to imitate (for lack of a better word) the visual aesthetics and quirks that you'd find in many isometric 2D games back then, far more so than other contemporaries strongly influenced by these games.

I'm really interested in the little things that you guys did to really nail the art and animation style. Can you share any specific examples of the little touches you made, and the vital subtleties required, to achieve that very particular look?

On another note, it's awesome that you got Mark Morgan to do the soundtrack, he's freakin' brilliant.
Post edited September 01, 2015 by Konrad