Graphically it's very interesting-another dynamic game like Shamus. One of the nice things about the characters we're creating for games now is that they have a degree of existence independent from the operator of the joystick. In other words, when one of the characters is just standing around he might turn from side to side, look around, and perhaps even take a step in one direction. If the operator is not doing anything with the joystick, I want those characters to seem alive, so that there's a sense that they exist without you controlling them. I think that is very important psychologically, and I want to create that kind of life in our games.
Necromancer is a totally unique game.
It consists of three phases. At the third phase you meet the evil wizard, and so on. There's a whole apocalypse at the end. Well, actually there are two things. I focus both on game design and management of the company from the point of view of growth, and what we need to do to become the most successful software company.