Chorus will be released December 3rd, 2021 for PS4/5, Xbox One/Series S/X, PC and Stadia. This is a space shooter in which players slip into the role of Nara, the pilot of the spaceship Forsa. This has its own consciousness and communicates with its pilot. I had the chance to send a few questions to FISHLABS which were answered by Marek Berka, Studio Creative Director.
Tobias (Game-Releases): “Can you please shortly describe what Chorus is about?”
Marek: “Chorus is a space combat shooter with open world elements where you can enter a dark new universe, teeming with mystery and rife with conflict. The player can engage in exhilarating zero-g dogfights amongst exploding stars, dying planets, atmospheric asteroid belts, glittering ice fields and strange planes of existence outside our own.”
Tobias (Game-Releases): “How important was the relationship between Nara and Forsa in the process of making the game? Was it there from the beginning or something that came along?”
Marek: “Game development is at its core a process of evolution. We always wanted to have a main character and her ship with direct connection to the player, and having these deeply ingrained in the story is an effective way to go. Obviously as we progressed more aspects and projections of this relationship were added into the story.
So, it was intentional from the beginning, but the form and scale evolved along with the rest of the game.”
Tobias (Game-Releases): “Was it always planned, that the world/ the space is divided in many smaller worlds instead of an big open world?”
Marek: “We never wanted to have a huge, somehow generic universe, but something well crafted, where every place the player visits has its own atmosphere and backstory. For a while we were struggling to find the right balance between the game and the size of the team. In the end we are happy with the path we took because it allowed us to be adaptable in scale and it leaves a door open for a further expansion of the game world in the future.”
Tobias (Game-Releases): “Do you have any games (or other media), that you would describe as a great influence in making Chorus?”
Marek: “We wanted to bring back the essence of some of the older games most of us played and loved. For example, Wing Commander, Privateer, X-wing, or Freelancer. These were our references to how it feels to play it and how the experience from the world and from the story can be. On the other hand, with gameplay itself, we decided to tap into less explored spaces by combining ‘space magic’ with fast pace flying and frenetic action and we believe it worked. It may not be for everyone, but the game has an authentic vibe and that’s what we were aiming for.”
Tobias (Game-Releases): “Now that the game is nearly released, what was the coolest or best thing for you in making Corus?”
Marek: “For me personally, it was about seeing how things were coming together and how the various elements of the game fell into place. Sometimes smoothly, sometimes with the necessary rework or adjustments. Kind of a harmonic assembly done by the creative clan you know as FISHLABS.
From the team perspective, I love how many were able to step out from their comfort zone and join their forces when creating the game. The core of the game comes from a pristine and pure creative process, which had many steps and all of them were done by different people. Beautifully done by people belonging to the team.”
Tobias (Game-Releases): “Do you have plans in releasing the soundtrack to the game in digital or physical form?”
Marek: “Digital form is absolutely yes, physical form I cannot confirm at this moment.”
Tobias (Game-Releases): “How important is the contact to your community for you?”
Marek: “Well, we are doing this game for people out there, so super important! We always listen to what our community has to say and act upon that, if possible. We are humbled for having such an engaged and passionate community. We love you guys, that is the reason we do games in the first place. :)”
You can find out more about Chorus on the official website.