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Wireframe (Digital)

Wireframe (Digital)

1 Issue, #69

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Interactive / Exophobia

It has the pace of a retro FPS but the soul of a Metroidvania. José Castanheira tells us about his first commercial project
Interactive / Exophobia
What do you get if you fuse the sprite-based, first-person action of an early DOOM game, the aggressive enemies of Mega Man, and the level structure of Metroid? You get Spanish developer José Castanheira, poring over GameMaker Studio 2, trying to get to grips with the challenges of making his first 3D game. Or, more specifically, you get Exophobia: a hectic shooter that, with its limited palette and low-res sprites, looks like a first-person shooter (FPS) that’s somehow been forced to work on ageing NES hardware. Set aboard a spacecraft that has crashed on an alien planet, Exophobia has you roaming the vessel’s cavernous floors, finding keys for locks, and discovering new weapon upgrades that will help you defeat the increasingly vicious enemies you’ll encounter as you progress. If Castanheira…
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Wireframe (Digital) - 1 Issue, #69

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