The Indie Game Magazine August 2014 | Issue 40 | Page 14
FEATURED INTERVIEW
ELYSIAN SHADOWS
When Nostalgia and Next-Gen Collide
by Vinny Parisi
If you told me back in 1999 that nearly 15 years
later, I’d be interviewing a team working on an exciting
new RPG for my favorite, yet-tragically-failed console,
I’d probably have thrown some Pogs at you, before
going back to playing Sonic Adventure. But the future
is full of surprises. One such surprise is the intriguing
Elysian Shadows project, in development from the aptly
named Team Elysian Shadows. Their work looks to set
a new standard for both pixel art and 2D RPG games.
To find out how they plan to accomplish such a feat, I
chatted with the entire team about everything from 3D
positional sound, to Skies of Arcadia. (Whew, I just got
chills. Man, I love the Dreamcast!)
Indie Game Magazine: So I guess we should
probably get the obvious question out of the way first:
What made you decide to develop a version of Elysian
Shadows for the Sega Dreamcast?
Team Elysian Shadows: Haha, that’s always the
first question we get. The original Elysian Shadows
actually began as a Dreamcast-exclusive engine being
developed by a 17 year-old Falco Girgis in his parents’
attic. Falco had received his first Dreamcast a few years
before, and he often says the Dreamcast was the “true”
Next-Gen console of the time: All the PS2 ports looked
better on Dreamcast, it had online capabilities, it had
VGA support, it had an amazing line-up, and it even had
a freaking controller and screen built into its memory
cards—it had everything the other “next-gen” consoles
didn’t have. He soon stumbled upon a small, but closeknit community of hobbyist hackers and developers,
who were developing their own home-brew games and
emulators for the console. Inspired by their passion and
conviction, and his own loyalty to the console, Falco
taught himself C programming from his parents’ attic,
and set out to create his own Dreamcast game. He was
rendering polygons on the console before he was even
able to render a sprite on a PC.
IGM: How long has the team been working on the
game? Has the idea changed much since the initial
development?
TES: If you count the entire duration, from a young,
inexperienced Falco and friends dreaming up the
storyline concept all the way to where we are now, our
development has spanned nearly 7 years. This team
started off as a group of kids with a dream. Kids who
would eventually teach themselves how to code, create
art, and compose music. Kids who would eventually
get engineering degrees, attend art academies, and
produce records of their own. Much of this development
time was just learning our own respective trades, and
the initial R&D time required to create the proprietary
engin