You’ve worked with Nintendo previously on The Stretchers – is a future collaboration something you’d be open to? Did they approach you to publish that game? The coolest part of working with all the talented people at Tarsier is that we inspire each other way more than any outside influences could. Something I write into the lore might be influenced by something I read 20 years ago, but that won’t be the same thing that influences a level designer, or composer, or gameplay programmer. It also differs depending on who you talk to. That’s just how influences are they sit there in the recesses of your mind and can pop up anywhere throughout the process when you are working on a particular idea. If I had to count the things that have fed into this game, it would be a list of about 10,000 things per person. There is nothing specific that we are trying to mimic or recreate. Were there any specific influences – gaming or otherwise – that you had in mind while developing Little Nightmares II? Of course, they do take place in the same universe, and you’ve met at least one of these characters before, so if you have played the first game, there’ll be plenty of rich details to get your teeth into. These are pretty much self-contained games, so you can play and enjoy it with no prior knowledge. Would you say the first game is ‘required reading’ to get the most out of the sequel? In the first game was ’hunger, greed, consumption’ in this game, the theme is ’escapism’ and its many forms We work in a very iterative way, so things naturally evolve over time, but the focus is always on how to best tell the story, so it tends to be more tweaks here and there than any huge, unexpected changes. Once we have a theme we love, we use things like concept art and lore to construct a story that explores this theme in the best way possible. We always start with a core theme in Little Nightmares in the first game it was ’hunger, greed, consumption’ in this game, the theme is ’escapism’ and its many forms. It begins with us getting hooked on an idea, something that gives us energy and inspires us to push ourselves into new places. How did the idea for the sequel develop? Has it changed or evolved much over time? In Little Nightmares II, you play as a new character, a boy called Mono, who has to work together with Six to survive the strange power of The Signal Tower. Nintendo Life: For anyone who perhaps hasn’t played the original game, can you set the scene a little and tell us how Little Nightmares II picks up the story of Six?ĭavid Mervik, Senior Narrative Designer, Tarsier Studios: The first game was the story of Six and her attempts to escape a terrible place filled with terrible people.
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