{"id":346602,"date":"2024-05-10T16:59:26","date_gmt":"2024-05-10T23:59:26","guid":{"rendered":"https:\/\/operationrainfall.com\/?p=346602"},"modified":"2024-05-10T16:59:26","modified_gmt":"2024-05-10T23:59:26","slug":"pax-east-2024-interview-seth-fulkerson-on-arzette-the-jewel-of-faramore","status":"publish","type":"post","link":"https:\/\/operationrainfall.com\/2024\/05\/10\/pax-east-2024-interview-seth-fulkerson-on-arzette-the-jewel-of-faramore\/","title":{"rendered":"PAX EAST 2024 INTERVIEW: Seth Fulkerson on Arzette: The Jewel of Faramore"},"content":{"rendered":"<p style=\"text-align: justify;\">At PAX East 2024, I sat down with Seth Fulkerson, who is the director, writer, programmer, and designer for <em>Arzette: The Jewel of Faramore<\/em>. During our time together, we talked about his background with remastering CD-i titles as a personal project, developing his own spiritual successor CD-i game in\u00a0<em>Arzette: The Jewel of Faramore<\/em>, about how Limited Run Games got involved in publishing the game, and more.<\/p>\n<p style=\"text-align: center;\"><em>You can check out more about\u00a0Arzette\u00a0at the <a href=\"https:\/\/arzette.com\/\" target=\"_blank\" rel=\"noopener\">game&#8217;s official website<\/a>.<\/em><\/p>\n<p style=\"text-align: center;\"><em>Arzette: The Jewel of Faramore is available for purchase NOW: <a href=\"https:\/\/ec.nintendo.com\/AU\/en\/titles\/70010000070181\" target=\"_blank\" rel=\"noopener\">Nintendo Switch<\/a>,\u00a0<a href=\"https:\/\/store.playstation.com\/en-us\/product\/UP6893-CUSA44605_00-0914485293643901\" target=\"_blank\" rel=\"noopener\">PlayStation 4<\/a>,\u00a0<a href=\"https:\/\/store.playstation.com\/en-us\/concept\/10008970\" target=\"_blank\" rel=\"noopener\">PlayStation 5<\/a>,\u00a0<a href=\"https:\/\/www.xbox.com\/en-US\/games\/store\/arzette-the-jewel-of-faramore\/9plrq4mtp93z\" target=\"_blank\" rel=\"noopener\">Xbox Series X\/S<\/a>,\u00a0<a href=\"https:\/\/store.steampowered.com\/app\/1924780\/Arzette_The_Jewel_of_Faramore\/\" target=\"_blank\" rel=\"noopener\">PC<\/a><\/em><\/p>\n<p style=\"text-align: center;\"><em>Finally, you can check out my impressions of a hands-on demo <a href=\"https:\/\/operationrainfall.com\/2024\/05\/03\/pax-east-2024-arzette-jewel-faramore-impressions-limited-run-games\/\" target=\"_blank\" rel=\"noopener\">here<\/a>.<\/em><\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-346437 size-medium\" src=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Logo.jpg?resize=300%2C140&#038;ssl=1\" alt=\"Arzette | Logo\" width=\"300\" height=\"140\" srcset=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Logo.jpg?resize=300%2C140&amp;ssl=1 300w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Logo.jpg?resize=195%2C91&amp;ssl=1 195w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Logo.jpg?resize=457%2C215&amp;ssl=1 457w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Logo.jpg?w=460&amp;ssl=1 460w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/p>\n<hr \/>\n<p style=\"text-align: center;\"><em>This interview has been edited for content and clarity.<\/em><\/p>\n<p style=\"text-align: justify;\"><strong><em>Operation Rainfall<\/em><\/strong><strong>: My name is Quentin H. with <em>oprainfall<\/em>, and you are?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>Seth Fulkerson: <\/strong>Seth Fulkerson, developer and creator of <em>Arzette <\/em>from Seedy Eye Software.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: Can you tell us a bit about <em>Arzette: The Jewel of Faramore<\/em>?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>It is a spiritual successor to a pair of infamous fantasy-adventure games from the early 90s, like CD-ROM era. The game has full motion cutscenes, is full of crazy animation, hand-painted backgrounds, and it is done in a familiar [and] beloved style.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: What is your personal history with the Phillips CD-i?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>So, a few years ago, I made a fan remaster of <em>Link: The Faces of Evil <\/em>and <em>Zelda: Wand of Gamelon<\/em>. I did that to fulfill an in-joke with friends, but also to explore the potential of \u2018Well, what if those games were cleaned up a little bit, they might be a little better?\u2019. The response to that was a lot better than what I thought. I was lucky enough that I had a lot of animators and artists that are my close friends. So, we were always sort of kicking around doing our own take on those games. And the time was right, so yeah, it was where the genesis of <em>Arzette <\/em>started. My producer, Audun S\u00f8rlie, got in contact with me and we started working together to make <em>Arzette <\/em>to what it is.<\/p>\n<hr \/>\n<p style=\"text-align: center;\"><span style=\"font-size: 18pt;\"><em><strong>&#8220;I know a lot of people looked at Arzette and thought \u2018Why is he making this? Is he making this as a joke?\u2019 <\/strong><\/em><\/span><\/p>\n<p style=\"text-align: center;\"><span style=\"font-size: 18pt;\"><em><strong>No, I wouldn\u2019t spend three to four years of my life making a joke- I want to make a good game.&#8221;<\/strong><\/em><\/span><\/p>\n<hr \/>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: You mentioned a little bit ago, and in a prior interview in <a href=\"https:\/\/www.gamedeveloper.com\/design\/why-this-dev-made-a-spiritual-sequel-to-the-infamous-cd-i-zelda-games\" target=\"_blank\" rel=\"noopener\">a January 2024 interview with Game Developer<\/a>, you said that you took on the challenge of remastering two CD-i Zelda games: <em>Link: The Faces of Evil<\/em> and <em>Zelda: The Wand of Gamelon<\/em> as an in-joke. What kind of in-joke makes you want to develop a game for four years?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>So, in 2016, that\u2019s around the time that <em>Twilight Princess HD <\/em>came out, me and some friends were literally joking \u2018What if that, but <em>The Faces of Evil<\/em>?\u2019. And so, I started trying to scope it out, and I\u2019ve been making games for a long time &#8211; mostly really small stuff like game jam type stuff. But I had a hard time finishing projects &#8211; especially that were not bigger scope, but along the lines of that.<\/p>\n<p style=\"text-align: justify;\">So, it was a dual purpose: \u2018Hey, I\u2019ll finish the joke but also finish a game.\u2019 And in the course of developing those [remastered CD-i <em>The Legend of Zelda <\/em>games], I learned how to make a game for real and I also learned the development history behind the games and the circumstances that lead to them being the way they were. I found it really inspiring, and it really had a profound effect on me and how I wanted to approach future projects and also what I wanted to do with <em>Arzette<\/em>.<\/p>\n<p style=\"text-align: justify;\"><em><strong>OR<\/strong><\/em><strong>: CD-i aficionados will tell you that there is a third CD-i title out there <em>&#8211; Zelda&#8217;s Adventure<\/em>. Why did you not take on remastering [that] game as well? Did you use that particular third game any when creating <em>Arzette: The Jewel of Faramore<\/em>?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>Basically, the duology of games &#8211; <em>The <\/em><em>Faces of Evil <\/em>and <em>Wand of Gamelon <\/em>&#8211; they share the same engine, they are almost the same game. <em>Zelda\u2019s Adventure <\/em>is a lot different; it is a top-down game. But personally, it is going to sound controversial, but I do not care for <em>Zelda\u2019s Adventure<\/em>. I know it has a lot of its fans, but for a game, basically <em>The <\/em><em>Faces of Evil <\/em>and <em>Wand of Gamelon<\/em>, for all their flaws, had a pretty solid gameplay loop &#8211; especially for Western games released in 1993.<\/p>\n<p style=\"text-align: justify;\">It\u2019s very prototypical Metroidvania &#8211; multilayer levels &#8211; you collect items through people or collect powerups, you go back through levels with new powerups. <em>Zelda\u2019s Adventure <\/em>does not really have that at all. In fact, there are lots of items that are red herrings &#8211; it\u2019s a very mean game to the player. I do not like it.<\/p>\n<p><iframe loading=\"lazy\" title=\"YouTube video player\" src=\"https:\/\/www.youtube.com\/embed\/c-9id115PxY?si=1Df9GaWTGW2a7VZD\" width=\"560\" height=\"315\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: Let\u2019s follow up on the gameplay loop. You\u2019re taking gameplay from games published in 1993, and putting it into a 2024 gaming atmosphere. We have had at least two generations of gamers come up during that time period. How do you take that and make that relevant to a modern-day audience while still staying true to the original 1993 releases?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>So, right away, when I was prototyping, I identified a lot of elements that I knew I would include in <em>Arzette<\/em>. The gamefeel, how it looks &#8211; a lot of things. For instance, if someone were to look at <em>Arzette <\/em>from a distance, they would say \u2018Oh, I know what that is\u2019 or \u2018That looks familiar\u2019 and pick it up. Maybe they will get the feeling that this is like a CD-i like game, but they aren\u2019t aware that they are getting the five-star hotel treatment of CD-i. There\u2019s a lot of lives, there\u2019s generous checkpointing, the gameplay\u2019s a lot faster, there\u2019s certain design elements that are intended to be more player friendly.<\/p>\n<p style=\"text-align: justify;\">For instance, keys are always found in the same area if there is a locked door. But in the original game, keys could open whatever door they wanted across the entire world, [and so] it was a lot more obtuse. So, take the essence of those original games and apply a lot of modern sensibilities &#8211; \u2018cause I don\u2019t want to frustrate the player, I don\u2019t want them to want to give up or think this is poorly designed on purpose.<\/p>\n<p style=\"text-align: justify;\">I know a lot of people looked at <em>Arzette <\/em>and thought \u2018Why is he making this? Is he making this as a joke?\u2019 No, I wouldn\u2019t spend three to four years of my life making a joke &#8211; I want to make a good game. It is a delicate balance of jumping, how you attack &#8211; it has to feel a certain way and [I] sort of dial it in. Because if I give too many lives, then I can go too far in the opposite direction. But, if you try to stay true to what those games were while polishing off the rough edges, then that is the sweet spot.<\/p>\n<hr \/>\n<p style=\"text-align: center;\"><span style=\"font-size: 18pt;\"><em><strong>&#8220;Part of me being sincere and serious about making this a spiritual successor was to get some of the legacy staff on board.&#8221;<\/strong><\/em><\/span><\/p>\n<hr \/>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: How did you <em>develop Arzette: The Jewel of Faramore<\/em>&#8216;s story, and keep the game from falling into an awful parody of the classic CD-i games instead of paying an earnest homage to it?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>From the beginning, I knew that I didn\u2019t want to make a <em>wink wink, nudge nudge <\/em>meme game that was mean-spirited. This was an earnest homage to those games. I wanted to make sure the writing was sincere &#8211; it is a strange world with strange characters, but they don\u2019t know that. They are just kind of living their lives. It was important to me and my co-writer to make sure that the atmosphere was Saturday morning cartoons. Sometimes the humor didn\u2019t land, but for the most part, it was a good-spirited world with a good-spirited antagonist.<\/p>\n<p style=\"text-align: justify;\">To me, <em>Arzette<\/em> would never work if it was mean to itself. It\u2019s a loving homage, and everyone that worked on the game &#8211; they all knew what we were doing, they all have the same sort of strange fondness for the [CD-i] games.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: About how many minutes of cutscenes are there in this game?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>There are 45 minutes of animation in the game.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: How do you decide when to use an animation to tell the story and when not to use animation in developing your story?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>The original games, for all their flaws, they had a really clever way of delivering player information &#8211; and that was through the cutscenes. A lot of the scenes in <em>Arzette <\/em>deliver gameplay information, like it might seem nonsensical at first, but the drunk guy at the bar is actually telling you that you can reflect projectiles by stabbing them, even though it seems like he is just going on a drunk rant. We added a few minor quests in the game that don\u2019t have animation, but for the most part, I wanted to make sure that the entire thing was fully voice acted and animated.<\/p>\n<figure id=\"attachment_346604\" aria-describedby=\"caption-attachment-346604\" style=\"width: 610px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-346604\" src=\"https:\/\/operationrainfall.com\/wp-content\/uploads\/2024\/05\/094d4f9f46c4fdafdc8ac8be92d2f60157023a2f442b6a79de29d20a13db73f1-610x343.avif\" alt=\"Arzette sliding down a rope.\" width=\"610\" height=\"343\" srcset=\"https:\/\/operationrainfall.com\/wp-content\/uploads\/2024\/05\/094d4f9f46c4fdafdc8ac8be92d2f60157023a2f442b6a79de29d20a13db73f1-610x343.avif 610w, https:\/\/operationrainfall.com\/wp-content\/uploads\/2024\/05\/094d4f9f46c4fdafdc8ac8be92d2f60157023a2f442b6a79de29d20a13db73f1-300x169.avif 300w, https:\/\/operationrainfall.com\/wp-content\/uploads\/2024\/05\/094d4f9f46c4fdafdc8ac8be92d2f60157023a2f442b6a79de29d20a13db73f1-195x110.avif 195w, https:\/\/operationrainfall.com\/wp-content\/uploads\/2024\/05\/094d4f9f46c4fdafdc8ac8be92d2f60157023a2f442b6a79de29d20a13db73f1-768x432.avif 768w, https:\/\/operationrainfall.com\/wp-content\/uploads\/2024\/05\/094d4f9f46c4fdafdc8ac8be92d2f60157023a2f442b6a79de29d20a13db73f1.avif 1050w\" sizes=\"auto, (max-width: 610px) 100vw, 610px\" \/><figcaption id=\"caption-attachment-346604\" class=\"wp-caption-text\"><em>A lot of Arzette: The Jewel of Faremore&#8217;s story is told through animated cutscenes that invoke the art style of The Legend of Zelda CD-i games. (Images courtesy of Limited Run Games.)<\/em><\/figcaption><\/figure>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-346431\" src=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?resize=610%2C343&#038;ssl=1\" alt=\"Arzette | Cutscene Character\" width=\"610\" height=\"343\" srcset=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?resize=610%2C343&amp;ssl=1 610w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?resize=195%2C110&amp;ssl=1 195w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?resize=1536%2C864&amp;ssl=1 1536w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?w=1920&amp;ssl=1 1920w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot2.jpg?w=1280&amp;ssl=1 1280w\" sizes=\"auto, (max-width: 610px) 100vw, 610px\" \/><\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: Did you direct the voice acting?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>I had a professional voice director that worked alongside me while voice casting for the game.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: And I think you brought back some classic voice actors from the CD-i era. Can you tell us about that?<\/strong><\/p>\n<p>SF: Part of me being sincere and serious about making this a spiritual successor was to get some of the legacy staff on board. I managed to network and find contact info for some of the original voice actors and one of the original artists that worked on <em>The <\/em><em>Faces of Evil <\/em>and <em>Wand of Gamelon<\/em>, Rob Dunlavey &#8211; he did the world map for <em>Arzette <\/em>and one of her levels. He was one of the background painters for <em>Faces of Evil <\/em>and he did the world map for the game as well.<\/p>\n<p>Jeffrey Rath, who voiced Link in the original games and Bonniejean Wilbur who voiced Zelda &#8211; I explained the project, and that yes, it\u2019s been 30 years [but] I promise I\u2019m not crazy. I outlined that it\u2019s an homage, right? They understood, because they\u2019re fully aware of the reputation that the games have. I think for them, it\u2019s really rewarding to see people wanting to revisit their work. They were very receptive [to this], and a joy to work with.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: Can you tell us about your partnership with Limited Run Games to publish this title?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>After I decided that I wanted to do this game, I started pitching it to various publishers. I sat down with Josh Fairhurst, the CEO of Limited Run, to pitch a physical version of the game. He saw approximately 30 seconds of an early version of the shopkeeper scene, and he decided this was a game they wanted to do. Limited Run seems to want to take risks on games that nobody else would, because <em>Zelda <\/em>CD-i spiritual successor is certainly a risk. But I think he knew exactly what I wanted to do and how it would be a special game. The game has been a success, so it certainly has been a wonderful relationship with Limited Run Games.<\/p>\n<figure id=\"attachment_346433\" aria-describedby=\"caption-attachment-346433\" style=\"width: 610px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-346433\" src=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?resize=610%2C343&#038;ssl=1\" alt=\"Arzette | Platforming in a level\" width=\"610\" height=\"343\" srcset=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?resize=610%2C343&amp;ssl=1 610w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?resize=195%2C110&amp;ssl=1 195w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?resize=1536%2C864&amp;ssl=1 1536w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?w=1920&amp;ssl=1 1920w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/Screenshot7.jpg?w=1280&amp;ssl=1 1280w\" sizes=\"auto, (max-width: 610px) 100vw, 610px\" \/><figcaption id=\"caption-attachment-346433\" class=\"wp-caption-text\"><em>Even though the game is designed with a heavy CD-i influence, the gameplay itself is better suited for modern day gamers. (Image courtesy of Limited Run Games.)<\/em><\/figcaption><\/figure>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: In <a href=\"https:\/\/www.eurogamer.net\/amateur-developer-remakes-cd-i-games-link-the-faces-of-evil-and-zelda-the-wand-of-gamelon-so-we-can-suffer-them-again-27-years-later\" target=\"_blank\" rel=\"noopener\">a 2020 interview with Eurogamer<\/a>, you mentioned that it took you about four years to develop the remasters of <em>Link: The Faces of Evil<\/em> and <em>Zelda: The Wand of Gamelon<\/em>. Did any of that experience play into developing <em>Arzette: The Jewel of Faramore<\/em>?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>Absolutely. I learned a lot more about programming, project management, and how to structure a game from those. They also share the game engine &#8211; Gamemaker Studio 2 &#8211; I\u2019ve been using Gamemaker since I was 12 years-old, so a fairly long time and I\u2019m fairly familiar [with it].<\/p>\n<p style=\"text-align: justify;\">But it\u2019s learning lessons from those games as well. Even remastering those games &#8211; I learned what works and what doesn\u2019t for <em>Arzette<\/em> to give a modern gameplay experience for players.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: There is also a new CD-i controller that was released through Limited Run Games. Can you tell us about that and why would you want to do that yourself?<\/strong><\/p>\n<p>SF: That was one of the things that we had a discussion about, was doing that controller. It\u2019s just one of those silly, fun things that Limited Run loves to do. For the authentic homage, you can pick up one of those retro controllers. It\u2019ll work on any Switch game. I would not recommend players playing through <em>Arzette <\/em>the first time with the controller, but it is certainly playable. I\u2019ve played through the whole game with that.<\/p>\n<figure id=\"attachment_346435\" aria-describedby=\"caption-attachment-346435\" style=\"width: 270px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-346435 size-medium\" src=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/retro-inspired-controller-limited-run-games.jpg?resize=270%2C300&#038;ssl=1\" alt=\"Arzette | CD-i inspired controller\" width=\"270\" height=\"300\" srcset=\"https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/retro-inspired-controller-limited-run-games.jpg?resize=270%2C300&amp;ssl=1 270w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/retro-inspired-controller-limited-run-games.jpg?resize=610%2C677&amp;ssl=1 610w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/retro-inspired-controller-limited-run-games.jpg?resize=99%2C110&amp;ssl=1 99w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/retro-inspired-controller-limited-run-games.jpg?resize=768%2C853&amp;ssl=1 768w, https:\/\/i0.wp.com\/operationrainfall.com\/wp-content\/uploads\/2024\/04\/retro-inspired-controller-limited-run-games.jpg?w=1306&amp;ssl=1 1306w\" sizes=\"auto, (max-width: 270px) 100vw, 270px\" \/><figcaption id=\"caption-attachment-346435\" class=\"wp-caption-text\"><em>I tried this CD-i inspired controller out at PAX East to try to play Arzette: The Jewel of Faramore. It was&#8230;difficult to play with, to put it mildly. (Image courtesy of Limited Run Games.)<\/em><\/figcaption><\/figure>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: And how was that experience playing with the CD-i controller?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>I will say\u2026interesting. I will say, interesting.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: That is a loaded statement.<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>Yes, it is.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: Now with <em>Arzette: The Jewel of Faramore <\/em>released, what\u2019s next? More CD-i inspired titles? Are you going in a different direction entirely? Or what are you planning on doing in the future?<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong>SF: <\/strong>I would love to keep exploring lesser-loved games and everything else. But really, a lot of it depends on the success of <em>Arzette <\/em>for where I would go next. But yeah, I\u2019m pretty much up for anything.<\/p>\n<p style=\"text-align: justify;\"><strong><em>OR<\/em><\/strong><strong>: \u00a0Thank you.<\/strong><\/p>\n<p style=\"text-align: center;\"><em>Arzette: The Jewel of Faramore is available for purchase NOW: <a href=\"https:\/\/ec.nintendo.com\/AU\/en\/titles\/70010000070181\" target=\"_blank\" rel=\"noopener\">Nintendo Switch<\/a>,\u00a0<a href=\"https:\/\/store.playstation.com\/en-us\/product\/UP6893-CUSA44605_00-0914485293643901\" target=\"_blank\" rel=\"noopener\">PlayStation 4<\/a>,\u00a0<a href=\"https:\/\/store.playstation.com\/en-us\/concept\/10008970\" target=\"_blank\" rel=\"noopener\">PlayStation 5<\/a>,\u00a0<a href=\"https:\/\/www.xbox.com\/en-US\/games\/store\/arzette-the-jewel-of-faramore\/9plrq4mtp93z\" target=\"_blank\" rel=\"noopener\">Xbox Series X\/S<\/a>,\u00a0<a href=\"https:\/\/store.steampowered.com\/app\/1924780\/Arzette_The_Jewel_of_Faramore\/\" target=\"_blank\" rel=\"noopener\">PC<\/a><\/em><\/p>\n<hr \/>\n<hr \/>\n<p style=\"text-align: center;\"><em>Have you ever played either of the classic\u00a0The Legend of Zelda\u00a0CD-i titles?<\/em><\/p>\n<p style=\"text-align: center;\"><em>What do you think about the new retro-style controller?<\/em><\/p>\n<p style=\"text-align: center;\"><em>Let us know in the comments below!<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I interview Seth Fulkerson, the man behind the CD-i inspired game Arzette: The Jewel of Faramore, and we talk about the game at PAX East 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