Simogo is in all probability a darling amongst indie sport enthusiasts. Maximum well known for titles like Sayonara Wild Hearts and 2024’s Lorelei and the Laser Eyes, every one in every of their video games is wildly other from the ultimate. Continuously revolving round a unmarried gameplay mechanic explored to its fullest. The studio is celebrating its 15th anniversary this yr, with the discharge of Simogo Legacy Assortment, of which you’ll be able to learn our preview right here, but additionally a guide printed by way of Misplaced in Cult: “Heartbeats, Goals and Laser Eyes: 15 Years of Simogo”. We reached out to Simon Flesser, co-founder of Simogo and sought after to speak about their birthday party, the impending Legacy Assortment and the best way to keep leading edge as an indie studio in an ever converting video games trade.
Willem Hilhorst (WH): Prior to we get began I might love to understand extra concerning the present state of Simogo. Are you able to let us know a little bit bit about how giant the studio is and what your tenet is for initiatives?
Simon Flesser (SF): Officially Simogo is simply me and Magnus “Gordon” Gardebäck. However we have now quite a few other folks we have now labored with for a few years, together with our complete time programmer Magnus Jensen, who labored in this assortment. Freelancers who’ve labored in this and a large number of our different initiatives are composer and audio skilled Daniel Olsén and graphic fashion designer Åsa Wallander. And at the particular person video games there are naturally extra collaborators. You’ll be able to take a look at our web page www.simogo.com for everybody that we paintings with. We additionally percentage their challenge tales at the web page, so have a look!
WH: In 15 years I am relatively positive that you’ve got noticed the trade trade so much. Beginning Simogo all over the peak of the cellular video games marketplace and slowly transitioning to extra elaborate video games for PC and Console. To your opinion, what has helped you run Simogo as a continuing studio?
SF: Stubbornness and a will to stay on making an attempt new issues at all times.
WH: In case you have been to invite me, Simogo’s video games are outlined by way of specializing in ideas that experience a unmarried gameplay thought and increasing on that with other situations. From the restricted interactions with puzzles in Lorelei and the Laser Eyes to Beat Sneak Bandit’s Rhythm gameplay. Does that interpretation mirror the operating procedure for Simogo when creating video games?
SF: Possibly! It’s tricky to inform from the interior. After all, we simply make the video games and initiatives we really feel like making.
WH: You’ve gotten introduced the Simogo Legacy Assortment ultimate month as a part of the fifteenth anniversary. How lengthy has this assortment been within the works?
SF: We’ve talked for possibly ten years or so about making this assortment, however there hasn’t ever been time or there have at all times been different initiatives that have been calling for our consideration. We in the end began paintings at the assortment in January this yr.
WH: I presume that the principle purpose used to be to maintain and stay the video games from Simogo related with the Legacy Assortment, however I am nonetheless extremely curious as to what used to be the motive force at the back of this assortment to your group?
SF: As you are saying, the principle thought used to be to maintain the video games. As we grow older, you begin to take into accounts your legacy extra, I assume, and we expect that is the most productive factor lets do in order that after we are sooner or later long past, possibly other folks will know that there used to be as soon as a small studio within the south of Sweden known as Simogo.
WH: How exhausting used to be it to open up those initiatives once more and get them operating on a Nintendo Transfer? Had been there any sudden when looking to get right of entry to those (old-fashioned) information, initiatives or plugins?
SF: It is tougher than I believe most of the people would bet. With out getting too technical, a part of the trouble is that a large number of those video games have been “based totally” on every different. We evolved and used the similar tech and if you gather those video games facet by way of facet, they’re going to get perplexed by way of every different as they’re calling at the similar purposes.
Every other giant problem used to be with the intention to transfer between resolutions and facet ratios at the fly. The video games have been best ever designed to begin of their most well-liked answer after which by no means trade. So there used to be a large number of guide labour and assessments that had to be fastened to succeed in this!
Then after all there have been a large number of design problems that had to be solved, associated with having the ability to play the video games with out a touchscreen.
WH:Was once there an emotional reaction to re-experiencing those video games after ten, in all probability fifteen years? How does it really feel as a author to be reunited along with your paintings?
SF: Each excellent and unhealthy! It’s so much like having a look at footage of your self whilst you have been younger, which you’ll be able to consider isn’t at all times certain! It’s simple to really feel embarrassed, however you additionally really feel pleased with what you have been in a position to succeed in.
WH:What used to be the response from group contributors that were not a part of Simogo when those video games have been in the beginning launched?
SF: Maximum of them are previous buddies and are acquainted with the video games, however getting to understand them technically and reexamine them from the interior will have to had been fascinating. As a facet notice. Daniel is more than likely some of the absolute best SPL-T gamers on this planet, with over 600 splits!
WH: I am keen on the presentation and magnificence you will have selected for this assortment, equivalent to a cellular storefront, however with easy details about the controls and context of the sport’s introduction. Was once that interface one thing that got here naturally with this challenge? Or used to be it one thing you stumbled upon alongside the way in which?
SF: Thanks! First we had imagined it being one thing nearer to the menus of the NES and SNES mini with giant icons, however as we set to work at the other show modes with a visual pill body, the speculation of an “OS” briefly naturally reworked into its present state.
WH: Translating the interactions with a cellular software to a console takes a large number of paintings. Each the in the way in which controls play an element, reminiscent of software rotation, contact interfaces and different options of a cellular software, however in all probability additionally in the way in which we use telephones and pills another way from sport methods. What used to be key for you in making the controls paintings? And have been there issues that you were not in a position to get operating correctly on Transfer (2)?
SF: Our discussions through the years had at all times been focused round looking to remake or “consolify” those video games. However as we determined to in fact get started making the gathering, we knew that the aim must be to stay the revel in as shut as imaginable to the originals. With this in thoughts, we got here up with a cursor as the principle option to engage with the video games, both via sticks, movement or mouse. An early resolution used to be not to make customized answers for every video games particular person interactions, which led us to each having the ability to let gamers rotate the monitors manually to modify between portrait and panorama (and likewise mimic gyro when no longer to be had), and the inclusion of a 2d cursor, so we’d be able to mimic multi-touch.
WH: Do you and Gordon have a favourite sport on this assortment?
SF: My favorite is and has at all times been SPL-T. It’s a sport I will be able to stay on enjoying eternally, and be fascinated on my own. Gordon’s favorite is DEVICE 6, as a result of he feels that it demanding situations what video games are, and may also be.
WH: You went a step past or even launched playable prototypes for one of the crucial incorporated video games or even unreleased titles. I adored the Mysterious December System. That is nonetheless beautiful exceptional within the higher video games trade. What used to be your considering at the back of this transfer and the way difficult used to be it to get those prototypes operating?
SF:To be fair probably the most tricky factor used to be to search out the early prototypes! We merely sought after the gathering to color the fullest imaginable image of Simogo, and be capable to acquire all additional subject matter in a single position for long-time fans of the studio.
WH: You’ve gotten selected to submit this assortment yourselves, despite the fact that Annapurna Interactive used to be a part of the publishing for Sayonara Wild Hearts and Lorelei and the Laser Eyes. Was once this since you sought after to stay this challenge below your keep watch over? Or used to be there no publishing hobby to (re)unencumber your older paintings?
SF: It felt like probably the most herbal factor, because the originals have been additionally self-published. We by no means thought to be pitching it to any writer.
WH: There are such a lot of builders that were given their get started making video games for cellular, Adobe Flash and different device codecs that experience made those video games inaccessible for many years. What’s the worth for Simogo as a studio to go back to those works and stay them to be had for the long run?
SF: The largest values are that individuals who weren’t in a position to play them prior to now can, and that they’re much less prone to disappear when they’re on new platforms.
WH: Did you are taking inspiration from cultural establishments, reminiscent of archives, museums or reveals? Particularly in how the video games are contextualized inside the broader historical past of Simogo as a studio?
SF: Including dates to the whole thing, to position them in an historic context used to be vital to us, however I’m really not positive I’d say that we have been immediately impressed by way of museums or archives.
WH: Do you’ve got any recommendation or encouragement for different studios having a look at what you are making an attempt to succeed in with Simogo Legacy Assortment and could also be taking into consideration one thing equivalent on their very own?
SF: Check out to withstand the temptation to mend any blemishes or polish up the video games, and concentrate on making probably the most true to the unique revel in!
WH: In the end, any phrase on what we may be able to be expecting within the subsequent fifteen years from Simogo? Do you need to develop the studio? Or go back to some other of your collection now that persons are extra acquainted with them?
SF: No, we don’t wish to develop! If I knew what the following 15 years held, it wouldn’t be a laugh.
The enjoyment is to look the place the adventure may take us.














