Dreadline Interview

Following the game's brief announcement yesterday, RPG Codex tracked down the small team at Eerie Canal Entertainment for a quick Q&A about the crazy mashing of 70's art, action, role-playing, and strategy that is Dreadline. Here's a taste:
Dreadline's premise - controlling a group of monsters who travel through time to kill those who are already doomed to die in history's calamities - definitely makes it stand out, as does the look. What were the main inspirations behind the game's unique concept and art style?

BB: Steven is a huge Edward Gorey fan, which explains a lot of the look. We are also trying to bring the creepy look of '70's animation, which I don't think has been represented much in video games. Cartoons like The Hobbit and Watership Down were terrifying!

The concept just came from us throwing around ideas for a few weeks. We all generally have dark senses of humor, and this concept really cracked us up. We knew we were on to something right away.

AD: Yeah, Steve already has a pretty distinct drawing style, mix in Edward Gorey, Quantum leap, and Ancient aliens and I think you'd arrive at the same place.

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As far as RPG elements are concerned, can you reveal something about the game's mechanics? What kind of statistics, character development/level-up mechanics, and equipment do you plan on implementing?

BB: Honestly, we are still working on that. I could answer with what we have now, and what we're planning, but it most likely won't make it to the final game. One incredible thing about indie studios is that we can change our design drastically and be very fluid, which isn't possible with a big studio.