How Tarsier curbed its creative hunger by daring to step out alone.
One of Little Nightmares’ many blood-freezing moments comes during its final act, chillingly turning the player’s expectations on their head. Creeping around the quarters of an improbably tall, impossibly thin woman – referred to simply as The Lady – tiny, frail protagonist Six must smash a vase to obtain a key. By now, the player has come to expect any loud noises to prompt a clatter of footsteps as someone – or something – arrives to investigate, and will surely have hidden themselves accordingly. Instead, they’re greeted by an eerie silence, The Lady’s insistent, melodic humming having suddenly stopped. Eventually plucking up the courage to step out, Six emerges from her hiding place, only to find... nothing.
With hindsight, this sequence seems to reflect the understandable anxieties of a team releasing its first original property. Little Nightmares wasn’t Tarsier Studios’ debut, by any means: the Malmö-based developer had enjoyed a fruitful association with Sony for several years, working on DLC for three LittleBigPlanet games, as well as the series’ Vita entry and expanded remake Tearaway Unfolded. Various prototypes had been floating around the studio for some time (including unreleased adventure The City Of Metronome) but at the beginning of 2014, it finally had an idea it could make its own.
Esta historia es de la edición September 2018 de Edge.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor ? Conectar
Esta historia es de la edición September 2018 de Edge.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor? Conectar
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image