Review Fix Exclusive: Inside ‘Onirism’

Review Fix chats with Stephen Delmail, Project Manager for the upcoming adventure game, “Onirism.” Breaking down the inspiration for the game and more, Delmail lets us know why we should try it out.

For more on the game, click here.

Review Fix: How was this game born?

Stephen Delmai: Well the prototype started as a student project from 2 members of our team for their graduation. After that, they continued working on it because they wanted to push the game further. Since we were all from the same school and all wanted to work independently from the big companies, we created a “Studio,” gathering everyone.

Not so long later, we all dived into what the game had become, and we decided to join the adventure, using all our skills to created something truly special.

And now, we’re a team of five Graphic designers and one programmer working almost full time on the project.

Review Fix: What has development been like so far?

Delmai: It is an incredible experience. We discovered so much and learned even more. We became really conscious of things we misjudged or didn’t know at all. It is a real adventure.

Review Fix: What makes this game special?

Delmai: We do not think Onirism is “special.” It is a game we’re making with all our hearts and with all the love we have for videos games in general. We mixed everything we love and try to make it work the best way possible while adding our sensitivity in the graphics and the message we want to share.

As I usually say: It is our love letter for all video games through us.

Review Fix: What games influenced this one the most?

Delmai: We’re inspired by what I call the “golden age” of video games, in the late 90s-Early 2000s. We looked heavily at games the likes of The Legend of Zelda, Metroid, Croc, Spyro, Jax & Daxter, Ratchet & Clank, Rayman…etc.

Review Fix: As an indie studio, what do you think you guys do differently than the big studios?

Delmai: You mean aside from working without getting paid (haha.) I’d say the major difference is that we have to work on so many domains. I did game designer/Graphic designer studies, but on an everyday basis, I spend a lot of time maintaining contact with reviewers, making sure everyone works in the right direction, responding to people on Twitter, creating Facebook posts.

If you’re up for the indie path, you have to be curious about everything, be willing to learn and not chain yourself in only your domain.

Review Fix: Do you think preserving older gameplay mechanics in new games is important?

Delmai: It depends on what you wanna make feel to your player. For Onirism, we’re intentionally putting those kinds of mechanics because we want people to remember what videos games made them feel like. But if you want to try completely new things out, go ahead! Video games have almost infinite possibilities, as long as you take care of how you treat your players and what feelings you want to convey.

Review Fix: What’s your favorite memory as a gamer?

Delmai: Spending evenings and nights in front of Oddworld: Abe’s Odyssey with my father while my mother went to my sister’s dance shows. It’s nothing really precise, but I loved those moments. That’s what I like in videos games in general, sharing.

Review Fix: How does this game disrupt the video game landscape?

Delmai: We have a feeling that a lot of people want some more simple games, where you can follow a story and go through an epic journey on your own. At the moment games are a lot about open-worlds, competitive multiplayer, farming for loot, etc. We wanted to go back to the basics. Sit back, and let yourself in the world we’re creating and go aboard the journey with Carol and the others characters.

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Review Fix: Who will enjoy this game the most?

Delmai: For the look, I think kids might enjoy it a lot. We do not aim at this kind of public, but with the colorful graphics and seeing how kids reacted when we showed the game on conventions in France, it was made clear to us.

But thats not only them, we are targeting people like us, that loved games back then, and still love them today. We all have special memories when you bring up games we played younger.

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

Delmai: Well… As a good journey. We do not think we’ll change the whole industry, or even that we can make a big impact. We only have a story and a message to share, and want to share it the best way possible.

Review Fix: What are your goals for the game?

Delmai: To finish it. It’s our first project, and it’s very (maybe too much) ambitious. We are ready to fight for it until the end. We’re not even thinking of what would happen afterwards.

Review Fix: What’s next?

Delmai: Well as I said our focus is only on Onirism at the moment, but if we can finish this one, you can be sure we’ll continue to work even harder to make more games. For most of us video games are a big part of our lives, and we want to be a part of it too.

Review Fix: Anything else you’d like to add?

Delmai: Well… play the game! The demo is out, it’s free, and we really look into everything that comes our way. Do videos, streams, parodies, drawing, whatever you like. We are doing this game for you, for everyone, so come aboard.

About Patrick Hickey Jr. 7730 Articles
Patrick Hickey Jr. is the Founder, Editor-in-Chief, Master Jedi and Grand Pooh-bah of and is the author of the upcoming book, "The Minds Behind the Games: Interviews with Cult and Classic Video Game Developers," from leading academic and non-fiction publisher McFarland and Company. He is currently the Assistant Director of the Journalism Program at Kingsborough Community College and is a former News Editor at NBC Local Integrated Media and a National Video Games Writer at the late He has also had articles and photos published in The New York Times, The New York Daily News, Complex and The Syracuse Post-Standard. Love him. Read him.

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