Development
Sega allocated the bare minimum budget offered to out-of-house developers for the creation of Shining in the Darkness. In a 2009 interview, Hiroyuki Takahashi (credited for "writing" and producing the game) recalled:
Because we were on such a tight budget, apart from the programming and graphics, I did nearly all of the work on Shining in the Darkness. I suppose the basic concept behind Darkness was 'realism'. I thought it would be exciting if the player could actually travel to a fantasy world and walk around, exploring old houses, dungeons and other places. It was in essence a continuation of the sense of excitement you'd get from moving through the dungeons in older games such as Wizardry. By 'reality' I'm not talking about true realism - I mean the feeling that you really are progressing through actual houses and dungeons, and the same thing applied to the battles.
Read more about this topic: Shining In The Darkness
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