Also, those games have beautiful and mesmerizing environments that make you want to get lost and spend hours playing in a slow and relaxing way. In Riven, you can find the puzzles deeply integrated into the world, and you needed to explore and gather as much information as possible to understand how the world and the mechanisms that you found work. On the other hand, we grew up playing games like Myst and Riven, and those games had a big impact on us. Firewatch and its use of colors were among those influences. Being a small indie studio, we needed to have a distinct aesthetic personality that catches the eye of the player. Visually, we wanted to make a game that stood out among the next-gen catalog. I’m glad that you are mentioning those games and movies because they were references from the very beginning. Did the team have any specific inspirations coming into the project? Reviewers have compared elements of Call of the Sea to Myst, Firewatch, The Shape of Water, and more.
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