Do you remember Miffy? For some, the cute white rabbit created by Dutch author and illustrator Dick Bruna always had something of an unsettling air, with her tiny, black, unblinking eyes. And are those whiskers, or has her mouth been stitched shut?
For Florian Veltman and Baptiste Portefaix, one Miffy book in particular has been something of a key text in the creation of How To Say Goodbye. As we talk, Veltman fetches Dear Grandma Bunny, a Miffy tale in which the character bids a heartfelt farewell to her grandmother. He shows us the startling image of Grandma Bunny nestled in her bright yellow coffin, eyes closed. It's a remarkable picture, a juxtaposition of warm colours and simple shapes with a stark depiction of death.
"It's very, very much designed for children, and the way it's written is very direct as well," Veltman says of the book. "In videogames, that is not something that we explore in this way quite often. In narrative games, grief is very often explored in a very melancholic way. And we find the way Bruna deals with grief in a very direct way in those stories very powerful. Hopefully, we can carry some of that over in our story as well." Portefaix echoes Veltman's thoughts, citing the Moomins as another strong influence on How To Say Goodbye, in particular the sombre Moominvalley In November, Tove Jansson's final book in the series, written after the death of her mother.
Diese Geschichte stammt aus der July 2022-Ausgabe von Edge.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der July 2022-Ausgabe von Edge.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart