As a love-letter to the shoot-em-up genre, Sine Mora was unequivocally hailed as a graphical tour-de-force upon its release earlier this year. Although it eschewed the more frenzied approach of danmaku and bullet-hell shooters (as evidenced by companies such as Cave), Sine Mora still strived to confidently seek out its own identity in a genre that had been severely under-represented since the twilight period of the 16-bit generation. With the game developer appropriating a more elaborate and innovative approach to help revive interest in a flagging genre, Prior Games' attempt to bring Sine Mora to a more mainstream audience resulted in the game receiving polarising reviews from across the board. Those who preferred the more traditional, yet frenetic bullet-hell style of shooter grew to despise the title's slower paced time mechanics, whilst those of a more casual and mainstream orientation gradually learned to appreciate the title's new spin on an age-old formula. And so with this in mind, I sought an audience with the minds behind the game, and managed to sit down with Balazs Horvath (Business Development Director of Prior Games) to discuss as to why he wanted Sine Mora to appeal to a more mainstream audience, and why he thou...
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