Review Fix chats with Solitary Software developer Andrew Bell, who discusses his new project “x20.ATx.†A one-man development team, Bell’s passion for the project is its driving force. With a love of old-school RPGs as well, it’s an interesting project that should be cool once it gets more weight under its wings.
For More on the Game, Click Here.
Review Fix: How was this game born?
Andrew Bell: A combination of many factors: boredom, retro gaming nostalgia, unemployment… However, the motivation came from a sudden and intense desire to be creative and express myself, emotions I hadn’t experienced for a long time.
Review Fix: What has development been like so far?
Bell: I had a good idea of the story I wanted to tell, and how I wanted to tell it. Game play/mechanics is to be a simple experience, so that’s been straight-forward. The story draws on my personal experiences, so the only challenge is adapting it to an interactive medium. The artwork has been fun but challenging. Not due to difficulty, but my own indecisiveness; I’m always changing the target. It seems to be tending towards a modernized retro look as I constantly refine it.
Being a lone developer, you have to build everything in parallel – programming one day, art the next. And if you hope to end with a holistic package, that becomes an exhausting endeavor

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Review Fix: What makes this game special?
Bell: It’s centered on a story line that is derived from my own personal experiences. So it’s personal, as opposed to generic and/or contrived, I have something genuine and somewhat unique to offer others. Something people can relate to.
Presentation-wise, I’ve been trying to capture a… “Neo-Retro†feel, classic 8-bit RPG built with modern technology – the best of both worlds.
Review Fix: What games influenced this one the most?
Bell: Definitely Ultima IV. It’s pretty much the sole anchor as far as reference go. From the gameplay to the UI, Ultima IV is always in the back of my mind. I was enthralled by it as a child and it’s still my favorite game to this day. Especially how it made the player challenge themselves. That’s something I aiming to capture in my own game; the player is their own antagonist.
Review Fix: As an indie studio, what do you think you guys do differently than the big studios?
Bell: Focus on what matters – building a community and engaging the players from the beginning. Most studios – including Indies – tend to work “behind closed doorsâ€, whereas I tend to share everything I’m doing. I like watching how things are made, and believe people will enjoy watching the game being made as much as they enjoy playing it. A real “warts and all†approach is more relatable and therefore engaging.
Review Fix: Any fun stories or wild moments during development?
Bell: Unfortunately, this is going to be the least exciting response. No, just plodding along as always.
Review Fix: How does this game disrupt the video game landscape?
Bell: I’m not sure if it will disrupt the video game landscape rather than the video game development landscape. I have my own ideas like everyone on how things should be done, so maybe by the time all is said and is, it might make other indie developers consider how to bring their games into realization.
Review Fix: Who will enjoy this game the most?
Bell: Anyone who’s a fan of: retro gaming & graphics; RPGs; story-driven game play; Cyberpunk; or any combination thereof essentially.
Review Fix: How do you want this game to be remembered?
Bell: Not entirely sure. Perhaps to have a lasting effect on people, similar to the game that inspired it had on me. To have created a story that touched – and left a mark – would be rewarding to know.
Review Fix: What are your goals for the game?
Bell: To make something that’s perhaps a little more than a game. Objectively speaking however, it’s definitely to produce a holistic design, a game whose parts have a real synergy to them; I think it’s vital to achieving the goal of making game that’s a little something else in the current sea of them.
Review Fix: What’s next?

Bell: At the moment… just keep grinding away. I think it’s time to put the story into real words though, and since I’m drawing on past experience, it might be tough on a more emotional level than I’ve bargained for. Really have to get down to designing the vault/dungeon layouts too.
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