Review Fix Exclusive: Inside Sonny

Review Fix chats with “Sonny” developer Krin Juangbhanich who lets us know why the iOS version of the 2007 cult favorite deserved a remake and why it’s a special one.

Review Fix: What made the 2007 version special and why remake it?

Krin Juangbhanich: I’m not one to guess or know what makes it special for anyone else. But for me, it was about making a game that I wanted to play. From the tactical gameplay, to the music, art, and weird story and characters – I was simply trying to express something I had in my imagination at that time. But with such a large time gap between the previous release and this game, I felt it was better to start fresh with a new idea than to try find a way to merge/fit my ideas in the past with my ideas now.

Review Fix: What has development for the iOS been like? Any hurdles?

Juangbhanich: Developing for iOS was challenging. The process and technology was completely different. Accounting for a small screen and a touch interface was especially difficult because I wanted to keep the depth, complexity and strategy of the previous releases. The most difficult hurdle, however, was switching from a vector rendering pipeline (in Flash) to a raster, sprite based system (in Unity). It made it difficult for me to include detailed HD characters with animations and custom armor parts.

Review Fix: With all the competition on the mobile market and in the indies now, how difficult was it for you guys to try and make something that stood out?

Juangbhanich: I think despite the overwhelming number of games on the app store, it’s actually not super hard for someone to stand out. They simply have to WANT to stand out. I think a lot of teams design games to be especially similar to other titles that they know are already successful, hoping to capture some of that success for themselves. For Sonny I was focused mainly on gameplay. I wanted to do something that was tactically challenging, but simple to understand.

Review Fix: Bottom line, why must someone play this game?

Juangbhanich: I think it has to be about the challenging gameplay. The game can be beaten without using a single training/grinding fight, and it is designed to be that way. Typically the way to progress in RPGs is to spend time leveling up a stat, but I wanted to go against that concept here. Players need to make thoughtful decisions to beat the game without grinding, and I think it is rewarding to do so.

Review Fix: How do you want this game to be remembered?

Juangbhanich: We put a lot of effort into the boss fights (together from an art, story, and mechanics perspective). Some of the bosses are extremely challenging, and I hope that it gives players great satisfaction when they finally discover a suitable strategy to defeat them. So I would be happy if this game was remembered for its gameplay and its bosses.

Review Fix: What’s next?

Juangbhanich: I want to take all the things I learnt – from developing the game, from the feedback and reactions – and use it to improve myself and my work. At this point, I’m focused on introspection for a while and I don’t yet have anything concrete in mind.

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About Patrick Hickey Jr. 14230 Articles
Patrick Hickey Jr. is a full-time Assistant Professor of Communication & Performing Arts and Director of the Journalism program at Kingsborough Community College and is the chairman of the City University of New York Journalism Council. He is the Founder and Editor-In-Chief of ReviewFix.com. He's also a former News Editor at NBC Local Integrated Media and National Video Games Writer at Examiner.com where his work was mentioned in National Ad campaigns by Disney, Nintendo and EA Sports. Hickey was also the Editor-In-Chief of two College Newspapers before he received his BA in Journalism from Brooklyn College. Hickey's work has been published in The New York Daily News, The New York Times, Complex, The Hockey Writers, Yahoo!, Broadway World, Examiner, NYSportScene Magazine, ProHockeyNews.com, GothamBaseball.com, The Syracuse Post-Standard, Scout.com and the official sites of the Brooklyn Aces and New York Islanders. His first book, The Minds Behind the Games: Interviews With Cult And Classic Video Game Developers was released in April 2018 and is chock full of interviews with legendary developers. His second book in the series, The Minds Behind Adventures Games, was released in December 2019. His third book, The Minds Behind Sports Games, was released in September 2020. His fourth book, The Minds Behind Shooter Games, was released in March 2021. The Minds Behind Sega Genesis Games and The Minds Behind PlayStation Games were released in 2022 and The Minds Behind PlayStation 2 was published in January 2023. Hickey is also a contracted comic book writer, currently penning his original series, "Condrey," as well as "The Job," "Brooklyn Bleeds" "Dem Gulls" and "KROOM" for Legacy Comix, where he serves as founder, owner and Editor-in-Chief. Hickey Jr. is also a voice actor, having starred in the 2018 indie hit and 2019 Switch, PS4 and Xbox One release, The Padre (also serving as English language Story Editor), from Shotgun With Glitters. The sequel, The Padre: One Shell Straight to Hell was released in February 2021- Hickey also served as a Story Editor and Lead Voiceover performer. He has also done narration and trailers for several other titles including The Kaiju Offensive, Relentless Rex and Roniu’s Tale. Hickey is also the lead voiceover performer on Mega Cat Studios’ upcoming title WrestleQuest, responsible for nearly 90 characters in the game, as well as Skybound's Renfield: Bring Your Own Blood, where he voices both Dracula and Renfield, as well as several other characters. He also stars in Ziggurat Interactive’s World Championship Boxing Manager 2, where he performs the VO of nearly every male character in the game. He also worked on the Atari VCS’s BPM Boy.

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