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Secret Files: Tunguska – Jörg Beilschmidt

Jackal Senior Content Writer
Updated on

Now that you’ve finished, what aspects of Tunguska are you most pleased about, and are there any areas you aren’t completely satisfied with? Maybe something you’d do differently if given the chance?

There are always things that can be improved. If that wasn’t so, we would have created the perfect game and would have to retire from the business. It is not so much obvious faults but much rather a number of optimisations. And there will definitely be some. Which ones? We’ll keep you posted…

Fortunately, those are lessons you can carry over into the sequel. You are planning a sequel, right? The announcement at the end of the first game certainly suggests you are.

Yes, we are working on a sequel. But no more can be said at present.

Not even a little? Will it be a direct sequel with a continuation of the same story, or do you just plan to use the same characters in entirely new adventures?

We will not have that many links back to the story in the first part, as we do not want to commit ourselves too much regarding the selection of the story. The two main characters will of course return (and perhaps a number of supporting characters may feature in small guest roles).

Have you already begun work on the next game, or are you still busy following up on the various international releases of the first? Or maybe just recovering from exhaustion.

I have already been working on the design of the next title for three months now. The graphics designers from Animation Arts and the programmers from Fusionsphere Systems are still partly working on the European localisations and are using up every free minute for developing new prototypes. After all, the presentation also still needs even more improvement.

The game is being quite well received, though not yet released everywhere. Are you happy with the reception it’s received to this point? Any surprises so far?

To be perfectly honest, I’m not really happy with the ratings. If people compare a classic adventure with an ego-shooter and criticise the lack of action, then a number of questions occur to me. Secret Files: Tunguska has its focus clearly on the classic puzzle design, the exciting story and the atmosphere. In addition to this there is the intuitive control and the numerous little support features which guarantee a game experience free of frustration. Of course you can’t shoot people in our game, or throw fireballs around or plan the next move on the strategy map. But all those who like classic adventures and who value logical puzzles and easy operation have definitely made the right choice with our game. Both the forum response and the large number of emails show that we have given many players a lot of pleasure with this type of adventure.

Do you have any favourite characters or moments from the game that really stand out for you?

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