PixelKnight
Observing the process
- Pronouns
- He/Him
The Making Of: Tunic, A Love Letter To The Secrets Of Retro Gaming
"It’s wonderful. I feel very fortunate"
www.timeextension.com
Good interview with lead developer Andrew Shouldice about influences here. I said in a thread recently that it was interesting when interviews with developers throw up influences beyond the obvious ones, and the same is true here.
It’s an interesting point about the link between nostalgia and what we don’t understand (or didn’t understand). That game worlds felt bigger (comparatively- you can probably run across Hyrule in Zelda 1 in under a minute) as we didn’t know the boundaries, the hints at hidden secrets drove us onwards to try to uncover them, some only being truly, finally unpacked years later as guides were disseminated on the internet.
“We had a copy of Super Mario Bros. at home," he explains. "One of my memories was finding the Warp Zone for the first time. I want to think of it as this important moment with a lot of gravitas… I was very young at the time. The word ‘Zone’ was an unusual one that I probably hadn’t seen before. Warp was a word that I hadn’t seen before. [Walking along the top of the level], doing something that feels like you would break the game… and then it says a bunch of words you don’t understand. It was paralysing and wonderful. I feel like that moment, being overly poetic about it, rippled forward with unknowable languages and new, secret potential.”.
Obviously this leads into Tunic’s language and, well, I’ll stop there- spoilers etc.
I always think of when one of the staff from Yacht Club games was talking about Shovel Knight and NES nostalgia, and how they aimed to get close to what your memories of NES games were, not literally be bound by the actual abilities of the console. A sort of connection where the modern game is aiming to line-up with your rose-tinted memories. It’s interesting to see that same logic here, that the art of really keying into nostalgia for NES games isn’t in just being a NES game, but capturing feelings. Like flicking through a manual while your friends and siblings play, or feeling like you’ve broken a game, or a sense of wonder when you’re heading along a secret path that was designed to make you feel that way.
More influences and non-spoilery discussion at the link, it’s a good read.
Last edited: