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Q&A With Statera Studio

My second of two Q&As today concerns a quirky and diverse fighting game and its crowdfunding campaign. Pocket Bravery, under development at Statera Studios based in Rio de Janeiro, Brazil is a fighting game reminiscent of the classic 90s fighting games such as Street Fighter, Mortal Kombat, and the works of SNK such as Fatal Fury and King of Fighters. Another example of the ever-growing indie development scene in Brazil, the game’s IndieGoGo portrays a game with a wonderfully diverse cast of characters, locations to fight, and single and online multiplayer. With 2 weeks left to go for the campaign, I reached out to the game’s executive producer Jonathan Ferreira to learn more about this game and how they hope to make the game stand out among the many classic fighting games it was inspired by. Here’s what Jonathan Ferreira of Statera Studios had to say about Pocket Bravery:

 

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What were the influences behind your game?

Games that marked the era, classics from the 90s like Street Fighter and The King of Fighters. And about the aesthetic part, it’s a mix from games like Pocket Fighter, KOF from Neo Geo Pocket Color, Scott Pilgrim, and Metal Slug.

 

What has the developmental process been like?

We’re a team with 6 full-time professionals and some freelancers. For a fighting game, it is a small number since the genre is one of the most difficult to produce.

 

We have tried to do our best and we believe that we are achieving good results. Everything is going as planned. We will soon focus on making the online mode, which will be via netcode rollback.

 

How close are we to seeing the finished product?

We have 50 – 60% of the game’s basics done, we still have to start making the online. We believe that in 15 or 16 months the game will be ready for launch.

 

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What has been the most exciting aspect of development?

I believe that is everything, as we are a team in love with the fighting genre, every stage, from the conception until its implementation is exciting. All the ideas come from the people passionate about what they are doing.

 

What has been the most challenging aspect of development?

Finding a balance between what we want to do and what we should do. As much as we treat the game with all the care and passion, it is also a product that needs to be public attention, and not just another drop in the ocean.

 

How well has the game been received so far?

Very well! And this has been fantastic for us. We were looking forward to watching people around the world playing Pocket Bravery. People’s reception and feedback were better than we could imagine.

 

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What platforms are you looking to bring the game to?

PC, Playstation 4, Playstation 5, Xbox One, Xbox Series X|S, and Nintendo Switch.

 

It’s mentioned on the IndieGoGo page that one of the stretch goals is to introduce a story mode to Pocket Bravery. How would the story mode be structured compared to games like Super Smash Bros Brawl or the 2011 Mortal Kombat revamp?

It will have its own structure adapted to a 2D game. Mortal Kombat 2011 not only innovated but also renewed how offline content in a fighting game can be added. Our idea is to bring that into the 2D style, an experience that catches the player’s attention and makes him want to follow the characters’ story, interacting and evolving with them along the way.

 

Have there been any ideas at this stage of development that have since been scrapped or reworked?

Certainly! This game came from a need to see that what we really want to produce is still a step bigger than our legs. With that in mind came the Pocket Bravery idea, which would be more simplified, bringing only a small fragment of what we want for the future, however, as the game was being produced, the affection grew along with the potential of not just being a simple game with SD aesthetics, getting deeper layers in its gameplay and focus on small details.

 

What is your opinion on the ever-growing development scene in Brazil with the likes of yourselves, 2ndBoss, and Orube Studios?

There are many talents in Brazil, as an example, many Brazilians work in great gaming companies around the world. That said, I am sure that many good new games will be created around here since the gaming companies in Brazil are getting more professional. We hope to be one of those exponents.

 

How instrumental has player feedback in terms of shaping the course of the project been?

Although we have a lot of experience with fighting games, receiving feedback from players is always amazing, especially when it comes from pro players, since they have a detailed view of the gameplay that we haven’t yet achieved.

 

Has the team considered the idea of building a traditional arcade cabinet for Pocket Bravery, or has there already been one created behind the scenes?

Of course, this is something that crosses our minds, but to be honest, it is not in the plans. Would be a step much bigger than our legs could reach.

 

If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?

As we said earlier, we are a team passionate about the fighting genre, so what marked us was the 90s. Street Fighter and The King of Fighters were the biggest references quality and innovation, work with any of these games and those two companies would be a dream come true.

 

Do you have any advice for aspiring developers that may be reading this?

Try to specialize in something of your preference and never give up! The difference between those who succeed and those who do not is that they achieved to not give up, even with all adversities. Life is not easy, neither is making successful games.

 

Where on the Internet can people find you?

People can find us on any social media (Twitter, Facebook, Instagram) by @PocketBravery, or on YouTube as Statera Studio. Will be a huge pleasure if you could follow us. We are always posting news about Pocket Bravery’s development.

 

Do you have anything else to add?

We thank you for the time and ask, if possible, to support us in our crowdfunding. Any amount will make a big difference to Pocket Bravery. You can access the campaign page here: https://www.indiegogo.com/projects/pocket-bravery/

 

 

I’d also like to thank Jonathan and Statera Studios for taking the time to talk to me about Pocket Bravery and the promise that the final product hold for both newcomers and veterans of the classic fighting genre. There are now less than 2 weeks to go for the IndieGoGo campaign, so if you like the look of the game and want to play it, you can back the game via the link above. In the meantime, I hope you guys enjoyed learning more about Pocket Bravery, and are looking forward to playing the final game as much as I am.

 

Game on,

Scouse Gamer 88

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