“[I] still need to patch the languages into the console versions.
Still need to pass one submission,” he says over email.
But he also says he’s “happy at the same time”.

Linda grew up making fangames withRPG Makerwhen he was younger, he tells me.
“Like, fangames in the vein ofFinal Fantasy VI.
I never released them, but it was my passion.

I always wanted to create something worthy of the games I grew up [with].
That’s how the game came to life, I guess.”
“They all influenced me as a child, and they influenced Chained Echoes,” Linda says.

“Xenogears the most, that’s for sure.
“But I never tried to copy them,” Linda insists.
“I tried to copy what I remembered about them.

Copy might be the wrong word here though, but you get the idea.
Thing is, in my head, all these games look and play better than they actually did.
Some didnt even age well.

But in my head, they are still amazing.
And I tried to recreate what I had in my head.
Not how they actually were.

And I think Im not alone with my wish to have something like that today.
I think that did the job.”
“Sadly I skipped that part,” he says.

But there are no decisions which will change the ending of the game or the story.
I wanted to deliver something with a meaning, something with a message.
And I cant communicate my message if I have to split it up.

A sacrifice I had to make.”
Instead, all enemies are visible on the map from the off.
“Random encounters were a technical limitation back in the days,” says Linda.

There are approaches where I really like them, however.
I like that idea.
Making sure your party doesn’t Overheat in the process, though, that’s the hard part.

“They… definitely took another route,” says Linda.
“But genres evolve.
I still love quite a bunch of modern JRPGs.

The route I am taking, and which others are too… Id bet we all grew up in similar times.
And were all in the age now where we develop games for a living.
Or we hope to make a living of it.

That is my explanation.