One of the main pillars of Little Nightmares is how does a kid see the world? It's one of the founding principles of this IP. In the first game was greed and consumption, and hunger obviously, and this is escapism. We're talking about ideas that we care about, and this is all filtered through the theme of the game. I don't want to sound pretentious-ĭave Mervik: Damnit, I'll try harder !īut it's just the way we work. It's just something that we naturally do. Is that a founding idea of Little Nightmares?ĭave Mervik: I guess so. You mentioned seeing the world through different eyes. A whole bunch of different factors just coalesced and came together, and ten years later, we got the chance to make the Hunger prototype. I don't want to take too much of the interview with where it all came from, but it was the lifeblood of the company from the very start. But yeah, it was just a group of students back in the day, and you can see in the City of Metronome prototype that that mindset was there: looking at the world through skewed eyes. I had to write that on the website so we didn't forget! I've been here over ten years now so all of these things kind of blow into one. I wouldn't like to put the blame at Tearaway's door ! Since the formation of the company, that stuff's been bubbling away.Īnd Tarsier is formed in - hang on, I read this on your website - 2004?ĭave Mervik: Yeah. :: The 20 best Game Pass games to play in 2021ĭave Mervik: That sort of stuff had been bubbling away a lot longer than Tearaway. Where does it come from, this Hunger idea? What was the original idea? But in the background, something is bubbling away. Īnd Tarsier is working on Tearaway Unfolded for Media Molecule at the time. I think it was, yeah.Īnd Tarsier at this point - is that how you pronounce it, tar-see-uh?ĭave Mervik: We hear many different variations on that. Is that right?ĭave Mervik: It sounds correct! I'll go with you on that one. Little Nightmares begins as an idea called Hunger, I think, back in 2015. Let's rewind the clock a bit, back to the beginning. Tarsier and Bandai very kindly sent over some concept art to use in the article. What follows is our long and winding chat about the origins of the project, fear, formulas, and expectations. And I couldn't think of a better person to ask about it than Dave Mervik, senior narrative designer on the game, and the person who dreamt a lot of the world up. I've been thinking about what it means for something to be scary, and how Tarsier manifests terror and frightens us. I've been thinking about her, and about the game, since. Did you? What did you think? Were you as scared of The Teacher as I was? A demo was also released earlier this month for you to try. I had a chance to play Little Nightmares 2 recently, and wrote about it. The long-awaited sequel is a little under two weeks away now (it releases on 11th February). An update will apparently follow to enhance it for the newer machines.
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