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As we are now about to release Outland, I thought it would be nice to share some thoughts on developing the game, especially on its main feature, the “Ikaruga” polarity mechanic. Thinking about it almost two years later, it feels like we came about the concept easily and naturally.
At the very beginning I had an idea on creating an action adventure platforming game that would give the player similar emotions and encounters I experienced when playing some of my favorite platforming games in the 80’s (Pitfall II, Jumpman Jr., Rick Dangerous etc. – see, I never had a NES). Early versions of Outland had a guy jumping, shooting and sliding around in a jungle environment. We expanded that basic gameplay by adding a special spirit mode that made the character move faster and cause more damage.