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Interview with Philip Bak of Bezier

After discovering that award winning games writer (and my favourite influential taste maker), Simon Parkin, had recommended a little known twin-stick shooter by the name of Bezier earlier this month, it wasn't long before my initial curiosity led me to discover that the game took 8 years to make. And whilst this unabashed revelation certainly did intrigue me, it wasn't until I learnt that Bezier was largely the product of a single individual that I wanted to know more.
As a society, we cherish the idea of the underdog. Someone who has to overcome insurmountable odds in order to carve out their own path and achieve success. It's what heroes are made of, and the kind of individuals who inspire us to be greater than our own (self-imposed) limitations. And with it becoming increasingly difficult for developers to have their content stand out in an over-saturated marketplace, where only the most creative and / or well resourced of gaming products get any notable attention from major websites (like Eurogamer), it's encouraging to learn of a lone one man programmer who can take the well-worn idea of a twin-stick shooter and fashion it to become "a glorious carnival of neon particle effects, subtle tips of the hat to arcade classics and e...

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