īest Nintendo Switch Demos - Try Before You Buy On Switch. The Tarsier Door is always open! Our focus is always on the game at hand, which in this case is Little Nightmares II, and making sure this thing we’ve poured our heart and soul into gets into as many hands as possible, and makes those hands very happy!īest Point And Click Adventure Games For Nintendo SwitchĮvery Nintendo Switch Online Game Boy Advance (GBA) Game. 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? Plastiek has created a digital comic series to accompany the game. It feels weird to miss your colleagues so much. Still, our studio thrives on the energy we get from hanging out with each other, so we’ve had to be very creative in finding new ways to feel that togetherness when out there working in our little bubbles. I think for us, already having a strong digital infrastructure, the transition to working from home was a lot less problematic than for other organisations. How easy has it been for Tarsier to adapt to new ways of working brought about by the pandemic? What would you say has been the most challenging aspect of making progress under these unusual conditions? The game was delayed from last year into February 2021. There aren’t any specific features for the Nintendo Switch version of the game, but just being on Switch is a unique feature for us, because you can play Little Nightmares II in your scary location of choice - or under the bedcovers if you’re anything like me! The game looks absolutely phenomenal on Switch and we can’t wait for you all to find out for yourselves. 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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